babylon.module.d.ts 5.5 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * 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 star 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 star 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 whether or not the texture contains RGBD data.
  28492. */
  28493. readonly 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/brdfTextureTools" {
  47822. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47823. import { Scene } from "babylonjs/scene";
  47824. import "babylonjs/Shaders/rgbdDecode.fragment";
  47825. /**
  47826. * Class used to host texture specific utilities
  47827. */
  47828. export class BRDFTextureTools {
  47829. /**
  47830. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47831. * @param texture the texture to expand.
  47832. */
  47833. private static _ExpandDefaultBRDFTexture;
  47834. /**
  47835. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47836. * @param scene defines the hosting scene
  47837. * @returns the environment BRDF texture
  47838. */
  47839. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47840. private static _environmentBRDFBase64Texture;
  47841. }
  47842. }
  47843. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47844. import { Nullable } from "babylonjs/types";
  47845. import { Color3 } from "babylonjs/Maths/math.color";
  47846. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47847. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47848. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47849. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47850. import { Engine } from "babylonjs/Engines/engine";
  47851. import { Scene } from "babylonjs/scene";
  47852. /**
  47853. * @hidden
  47854. */
  47855. export interface IMaterialClearCoatDefines {
  47856. CLEARCOAT: boolean;
  47857. CLEARCOAT_DEFAULTIOR: boolean;
  47858. CLEARCOAT_TEXTURE: boolean;
  47859. CLEARCOAT_TEXTUREDIRECTUV: number;
  47860. CLEARCOAT_BUMP: boolean;
  47861. CLEARCOAT_BUMPDIRECTUV: number;
  47862. CLEARCOAT_TINT: boolean;
  47863. CLEARCOAT_TINT_TEXTURE: boolean;
  47864. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47865. /** @hidden */
  47866. _areTexturesDirty: boolean;
  47867. }
  47868. /**
  47869. * Define the code related to the clear coat parameters of the pbr material.
  47870. */
  47871. export class PBRClearCoatConfiguration {
  47872. /**
  47873. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47874. * The default fits with a polyurethane material.
  47875. */
  47876. private static readonly _DefaultIndexOfRefraction;
  47877. private _isEnabled;
  47878. /**
  47879. * Defines if the clear coat is enabled in the material.
  47880. */
  47881. isEnabled: boolean;
  47882. /**
  47883. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47884. */
  47885. intensity: number;
  47886. /**
  47887. * Defines the clear coat layer roughness.
  47888. */
  47889. roughness: number;
  47890. private _indexOfRefraction;
  47891. /**
  47892. * Defines the index of refraction of the clear coat.
  47893. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47894. * The default fits with a polyurethane material.
  47895. * Changing the default value is more performance intensive.
  47896. */
  47897. indexOfRefraction: number;
  47898. private _texture;
  47899. /**
  47900. * Stores the clear coat values in a texture.
  47901. */
  47902. texture: Nullable<BaseTexture>;
  47903. private _bumpTexture;
  47904. /**
  47905. * Define the clear coat specific bump texture.
  47906. */
  47907. bumpTexture: Nullable<BaseTexture>;
  47908. private _isTintEnabled;
  47909. /**
  47910. * Defines if the clear coat tint is enabled in the material.
  47911. */
  47912. isTintEnabled: boolean;
  47913. /**
  47914. * Defines the clear coat tint of the material.
  47915. * This is only use if tint is enabled
  47916. */
  47917. tintColor: Color3;
  47918. /**
  47919. * Defines the distance at which the tint color should be found in the
  47920. * clear coat media.
  47921. * This is only use if tint is enabled
  47922. */
  47923. tintColorAtDistance: number;
  47924. /**
  47925. * Defines the clear coat layer thickness.
  47926. * This is only use if tint is enabled
  47927. */
  47928. tintThickness: number;
  47929. private _tintTexture;
  47930. /**
  47931. * Stores the clear tint values in a texture.
  47932. * rgb is tint
  47933. * a is a thickness factor
  47934. */
  47935. tintTexture: Nullable<BaseTexture>;
  47936. /** @hidden */
  47937. private _internalMarkAllSubMeshesAsTexturesDirty;
  47938. /** @hidden */
  47939. _markAllSubMeshesAsTexturesDirty(): void;
  47940. /**
  47941. * Instantiate a new istance of clear coat configuration.
  47942. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47943. */
  47944. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47945. /**
  47946. * Gets wehter the submesh is ready to be used or not.
  47947. * @param defines the list of "defines" to update.
  47948. * @param scene defines the scene the material belongs to.
  47949. * @param engine defines the engine the material belongs to.
  47950. * @param disableBumpMap defines wether the material disables bump or not.
  47951. * @returns - boolean indicating that the submesh is ready or not.
  47952. */
  47953. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47954. /**
  47955. * Checks to see if a texture is used in the material.
  47956. * @param defines the list of "defines" to update.
  47957. * @param scene defines the scene to the material belongs to.
  47958. */
  47959. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47960. /**
  47961. * Binds the material data.
  47962. * @param uniformBuffer defines the Uniform buffer to fill in.
  47963. * @param scene defines the scene the material belongs to.
  47964. * @param engine defines the engine the material belongs to.
  47965. * @param disableBumpMap defines wether the material disables bump or not.
  47966. * @param isFrozen defines wether the material is frozen or not.
  47967. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47968. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47969. */
  47970. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47971. /**
  47972. * Checks to see if a texture is used in the material.
  47973. * @param texture - Base texture to use.
  47974. * @returns - Boolean specifying if a texture is used in the material.
  47975. */
  47976. hasTexture(texture: BaseTexture): boolean;
  47977. /**
  47978. * Returns an array of the actively used textures.
  47979. * @param activeTextures Array of BaseTextures
  47980. */
  47981. getActiveTextures(activeTextures: BaseTexture[]): void;
  47982. /**
  47983. * Returns the animatable textures.
  47984. * @param animatables Array of animatable textures.
  47985. */
  47986. getAnimatables(animatables: IAnimatable[]): void;
  47987. /**
  47988. * Disposes the resources of the material.
  47989. * @param forceDisposeTextures - Forces the disposal of all textures.
  47990. */
  47991. dispose(forceDisposeTextures?: boolean): void;
  47992. /**
  47993. * Get the current class name of the texture useful for serialization or dynamic coding.
  47994. * @returns "PBRClearCoatConfiguration"
  47995. */
  47996. getClassName(): string;
  47997. /**
  47998. * Add fallbacks to the effect fallbacks list.
  47999. * @param defines defines the Base texture to use.
  48000. * @param fallbacks defines the current fallback list.
  48001. * @param currentRank defines the current fallback rank.
  48002. * @returns the new fallback rank.
  48003. */
  48004. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48005. /**
  48006. * Add the required uniforms to the current list.
  48007. * @param uniforms defines the current uniform list.
  48008. */
  48009. static AddUniforms(uniforms: string[]): void;
  48010. /**
  48011. * Add the required samplers to the current list.
  48012. * @param samplers defines the current sampler list.
  48013. */
  48014. static AddSamplers(samplers: string[]): void;
  48015. /**
  48016. * Add the required uniforms to the current buffer.
  48017. * @param uniformBuffer defines the current uniform buffer.
  48018. */
  48019. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48020. /**
  48021. * Makes a duplicate of the current configuration into another one.
  48022. * @param clearCoatConfiguration define the config where to copy the info
  48023. */
  48024. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48025. /**
  48026. * Serializes this clear coat configuration.
  48027. * @returns - An object with the serialized config.
  48028. */
  48029. serialize(): any;
  48030. /**
  48031. * Parses a anisotropy Configuration from a serialized object.
  48032. * @param source - Serialized object.
  48033. * @param scene Defines the scene we are parsing for
  48034. * @param rootUrl Defines the rootUrl to load from
  48035. */
  48036. parse(source: any, scene: Scene, rootUrl: string): void;
  48037. }
  48038. }
  48039. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48040. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48041. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48042. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48043. import { Vector2 } from "babylonjs/Maths/math.vector";
  48044. import { Scene } from "babylonjs/scene";
  48045. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48046. import { Nullable } from "babylonjs/types";
  48047. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48048. /**
  48049. * @hidden
  48050. */
  48051. export interface IMaterialAnisotropicDefines {
  48052. ANISOTROPIC: boolean;
  48053. ANISOTROPIC_TEXTURE: boolean;
  48054. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48055. MAINUV1: boolean;
  48056. _areTexturesDirty: boolean;
  48057. _needUVs: boolean;
  48058. }
  48059. /**
  48060. * Define the code related to the anisotropic parameters of the pbr material.
  48061. */
  48062. export class PBRAnisotropicConfiguration {
  48063. private _isEnabled;
  48064. /**
  48065. * Defines if the anisotropy is enabled in the material.
  48066. */
  48067. isEnabled: boolean;
  48068. /**
  48069. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48070. */
  48071. intensity: number;
  48072. /**
  48073. * Defines if the effect is along the tangents, bitangents or in between.
  48074. * By default, the effect is "strectching" the highlights along the tangents.
  48075. */
  48076. direction: Vector2;
  48077. private _texture;
  48078. /**
  48079. * Stores the anisotropy values in a texture.
  48080. * rg is direction (like normal from -1 to 1)
  48081. * b is a intensity
  48082. */
  48083. texture: Nullable<BaseTexture>;
  48084. /** @hidden */
  48085. private _internalMarkAllSubMeshesAsTexturesDirty;
  48086. /** @hidden */
  48087. _markAllSubMeshesAsTexturesDirty(): void;
  48088. /**
  48089. * Instantiate a new istance of anisotropy configuration.
  48090. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48091. */
  48092. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48093. /**
  48094. * Specifies that the submesh is ready to be used.
  48095. * @param defines the list of "defines" to update.
  48096. * @param scene defines the scene the material belongs to.
  48097. * @returns - boolean indicating that the submesh is ready or not.
  48098. */
  48099. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48100. /**
  48101. * Checks to see if a texture is used in the material.
  48102. * @param defines the list of "defines" to update.
  48103. * @param mesh the mesh we are preparing the defines for.
  48104. * @param scene defines the scene the material belongs to.
  48105. */
  48106. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48107. /**
  48108. * Binds the material data.
  48109. * @param uniformBuffer defines the Uniform buffer to fill in.
  48110. * @param scene defines the scene the material belongs to.
  48111. * @param isFrozen defines wether the material is frozen or not.
  48112. */
  48113. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48114. /**
  48115. * Checks to see if a texture is used in the material.
  48116. * @param texture - Base texture to use.
  48117. * @returns - Boolean specifying if a texture is used in the material.
  48118. */
  48119. hasTexture(texture: BaseTexture): boolean;
  48120. /**
  48121. * Returns an array of the actively used textures.
  48122. * @param activeTextures Array of BaseTextures
  48123. */
  48124. getActiveTextures(activeTextures: BaseTexture[]): void;
  48125. /**
  48126. * Returns the animatable textures.
  48127. * @param animatables Array of animatable textures.
  48128. */
  48129. getAnimatables(animatables: IAnimatable[]): void;
  48130. /**
  48131. * Disposes the resources of the material.
  48132. * @param forceDisposeTextures - Forces the disposal of all textures.
  48133. */
  48134. dispose(forceDisposeTextures?: boolean): void;
  48135. /**
  48136. * Get the current class name of the texture useful for serialization or dynamic coding.
  48137. * @returns "PBRAnisotropicConfiguration"
  48138. */
  48139. getClassName(): string;
  48140. /**
  48141. * Add fallbacks to the effect fallbacks list.
  48142. * @param defines defines the Base texture to use.
  48143. * @param fallbacks defines the current fallback list.
  48144. * @param currentRank defines the current fallback rank.
  48145. * @returns the new fallback rank.
  48146. */
  48147. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48148. /**
  48149. * Add the required uniforms to the current list.
  48150. * @param uniforms defines the current uniform list.
  48151. */
  48152. static AddUniforms(uniforms: string[]): void;
  48153. /**
  48154. * Add the required uniforms to the current buffer.
  48155. * @param uniformBuffer defines the current uniform buffer.
  48156. */
  48157. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48158. /**
  48159. * Add the required samplers to the current list.
  48160. * @param samplers defines the current sampler list.
  48161. */
  48162. static AddSamplers(samplers: string[]): void;
  48163. /**
  48164. * Makes a duplicate of the current configuration into another one.
  48165. * @param anisotropicConfiguration define the config where to copy the info
  48166. */
  48167. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48168. /**
  48169. * Serializes this anisotropy configuration.
  48170. * @returns - An object with the serialized config.
  48171. */
  48172. serialize(): any;
  48173. /**
  48174. * Parses a anisotropy Configuration from a serialized object.
  48175. * @param source - Serialized object.
  48176. * @param scene Defines the scene we are parsing for
  48177. * @param rootUrl Defines the rootUrl to load from
  48178. */
  48179. parse(source: any, scene: Scene, rootUrl: string): void;
  48180. }
  48181. }
  48182. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48183. import { Scene } from "babylonjs/scene";
  48184. /**
  48185. * @hidden
  48186. */
  48187. export interface IMaterialBRDFDefines {
  48188. BRDF_V_HEIGHT_CORRELATED: boolean;
  48189. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48190. SPHERICAL_HARMONICS: boolean;
  48191. /** @hidden */
  48192. _areMiscDirty: boolean;
  48193. }
  48194. /**
  48195. * Define the code related to the BRDF parameters of the pbr material.
  48196. */
  48197. export class PBRBRDFConfiguration {
  48198. /**
  48199. * Default value used for the energy conservation.
  48200. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48201. */
  48202. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48203. /**
  48204. * Default value used for the Smith Visibility Height Correlated mode.
  48205. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48206. */
  48207. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48208. /**
  48209. * Default value used for the IBL diffuse part.
  48210. * This can help switching back to the polynomials mode globally which is a tiny bit
  48211. * less GPU intensive at the drawback of a lower quality.
  48212. */
  48213. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48214. private _useEnergyConservation;
  48215. /**
  48216. * Defines if the material uses energy conservation.
  48217. */
  48218. useEnergyConservation: boolean;
  48219. private _useSmithVisibilityHeightCorrelated;
  48220. /**
  48221. * LEGACY Mode set to false
  48222. * Defines if the material uses height smith correlated visibility term.
  48223. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48224. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48225. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48226. * Not relying on height correlated will also disable energy conservation.
  48227. */
  48228. useSmithVisibilityHeightCorrelated: boolean;
  48229. private _useSphericalHarmonics;
  48230. /**
  48231. * LEGACY Mode set to false
  48232. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48233. * diffuse part of the IBL.
  48234. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48235. * to the ground truth.
  48236. */
  48237. useSphericalHarmonics: boolean;
  48238. /** @hidden */
  48239. private _internalMarkAllSubMeshesAsMiscDirty;
  48240. /** @hidden */
  48241. _markAllSubMeshesAsMiscDirty(): void;
  48242. /**
  48243. * Instantiate a new istance of clear coat configuration.
  48244. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48245. */
  48246. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48247. /**
  48248. * Checks to see if a texture is used in the material.
  48249. * @param defines the list of "defines" to update.
  48250. */
  48251. prepareDefines(defines: IMaterialBRDFDefines): void;
  48252. /**
  48253. * Get the current class name of the texture useful for serialization or dynamic coding.
  48254. * @returns "PBRClearCoatConfiguration"
  48255. */
  48256. getClassName(): string;
  48257. /**
  48258. * Makes a duplicate of the current configuration into another one.
  48259. * @param brdfConfiguration define the config where to copy the info
  48260. */
  48261. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48262. /**
  48263. * Serializes this BRDF configuration.
  48264. * @returns - An object with the serialized config.
  48265. */
  48266. serialize(): any;
  48267. /**
  48268. * Parses a anisotropy Configuration from a serialized object.
  48269. * @param source - Serialized object.
  48270. * @param scene Defines the scene we are parsing for
  48271. * @param rootUrl Defines the rootUrl to load from
  48272. */
  48273. parse(source: any, scene: Scene, rootUrl: string): void;
  48274. }
  48275. }
  48276. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48277. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48278. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48279. import { Color3 } from "babylonjs/Maths/math.color";
  48280. import { Scene } from "babylonjs/scene";
  48281. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48282. import { Nullable } from "babylonjs/types";
  48283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48284. /**
  48285. * @hidden
  48286. */
  48287. export interface IMaterialSheenDefines {
  48288. SHEEN: boolean;
  48289. SHEEN_TEXTURE: boolean;
  48290. SHEEN_TEXTUREDIRECTUV: number;
  48291. SHEEN_LINKWITHALBEDO: boolean;
  48292. /** @hidden */
  48293. _areTexturesDirty: boolean;
  48294. }
  48295. /**
  48296. * Define the code related to the Sheen parameters of the pbr material.
  48297. */
  48298. export class PBRSheenConfiguration {
  48299. private _isEnabled;
  48300. /**
  48301. * Defines if the material uses sheen.
  48302. */
  48303. isEnabled: boolean;
  48304. private _linkSheenWithAlbedo;
  48305. /**
  48306. * Defines if the sheen is linked to the sheen color.
  48307. */
  48308. linkSheenWithAlbedo: boolean;
  48309. /**
  48310. * Defines the sheen intensity.
  48311. */
  48312. intensity: number;
  48313. /**
  48314. * Defines the sheen color.
  48315. */
  48316. color: Color3;
  48317. private _texture;
  48318. /**
  48319. * Stores the sheen tint values in a texture.
  48320. * rgb is tint
  48321. * a is a intensity
  48322. */
  48323. texture: Nullable<BaseTexture>;
  48324. /** @hidden */
  48325. private _internalMarkAllSubMeshesAsTexturesDirty;
  48326. /** @hidden */
  48327. _markAllSubMeshesAsTexturesDirty(): void;
  48328. /**
  48329. * Instantiate a new istance of clear coat configuration.
  48330. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48331. */
  48332. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48333. /**
  48334. * Specifies that the submesh is ready to be used.
  48335. * @param defines the list of "defines" to update.
  48336. * @param scene defines the scene the material belongs to.
  48337. * @returns - boolean indicating that the submesh is ready or not.
  48338. */
  48339. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48340. /**
  48341. * Checks to see if a texture is used in the material.
  48342. * @param defines the list of "defines" to update.
  48343. * @param scene defines the scene the material belongs to.
  48344. */
  48345. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48346. /**
  48347. * Binds the material data.
  48348. * @param uniformBuffer defines the Uniform buffer to fill in.
  48349. * @param scene defines the scene the material belongs to.
  48350. * @param isFrozen defines wether the material is frozen or not.
  48351. */
  48352. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48353. /**
  48354. * Checks to see if a texture is used in the material.
  48355. * @param texture - Base texture to use.
  48356. * @returns - Boolean specifying if a texture is used in the material.
  48357. */
  48358. hasTexture(texture: BaseTexture): boolean;
  48359. /**
  48360. * Returns an array of the actively used textures.
  48361. * @param activeTextures Array of BaseTextures
  48362. */
  48363. getActiveTextures(activeTextures: BaseTexture[]): void;
  48364. /**
  48365. * Returns the animatable textures.
  48366. * @param animatables Array of animatable textures.
  48367. */
  48368. getAnimatables(animatables: IAnimatable[]): void;
  48369. /**
  48370. * Disposes the resources of the material.
  48371. * @param forceDisposeTextures - Forces the disposal of all textures.
  48372. */
  48373. dispose(forceDisposeTextures?: boolean): void;
  48374. /**
  48375. * Get the current class name of the texture useful for serialization or dynamic coding.
  48376. * @returns "PBRSheenConfiguration"
  48377. */
  48378. getClassName(): string;
  48379. /**
  48380. * Add fallbacks to the effect fallbacks list.
  48381. * @param defines defines the Base texture to use.
  48382. * @param fallbacks defines the current fallback list.
  48383. * @param currentRank defines the current fallback rank.
  48384. * @returns the new fallback rank.
  48385. */
  48386. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48387. /**
  48388. * Add the required uniforms to the current list.
  48389. * @param uniforms defines the current uniform list.
  48390. */
  48391. static AddUniforms(uniforms: string[]): void;
  48392. /**
  48393. * Add the required uniforms to the current buffer.
  48394. * @param uniformBuffer defines the current uniform buffer.
  48395. */
  48396. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48397. /**
  48398. * Add the required samplers to the current list.
  48399. * @param samplers defines the current sampler list.
  48400. */
  48401. static AddSamplers(samplers: string[]): void;
  48402. /**
  48403. * Makes a duplicate of the current configuration into another one.
  48404. * @param sheenConfiguration define the config where to copy the info
  48405. */
  48406. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48407. /**
  48408. * Serializes this BRDF configuration.
  48409. * @returns - An object with the serialized config.
  48410. */
  48411. serialize(): any;
  48412. /**
  48413. * Parses a anisotropy Configuration from a serialized object.
  48414. * @param source - Serialized object.
  48415. * @param scene Defines the scene we are parsing for
  48416. * @param rootUrl Defines the rootUrl to load from
  48417. */
  48418. parse(source: any, scene: Scene, rootUrl: string): void;
  48419. }
  48420. }
  48421. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48422. import { Nullable } from "babylonjs/types";
  48423. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48424. import { Color3 } from "babylonjs/Maths/math.color";
  48425. import { SmartArray } from "babylonjs/Misc/smartArray";
  48426. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48427. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48428. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48429. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48430. import { Engine } from "babylonjs/Engines/engine";
  48431. import { Scene } from "babylonjs/scene";
  48432. /**
  48433. * @hidden
  48434. */
  48435. export interface IMaterialSubSurfaceDefines {
  48436. SUBSURFACE: boolean;
  48437. SS_REFRACTION: boolean;
  48438. SS_TRANSLUCENCY: boolean;
  48439. SS_SCATERRING: boolean;
  48440. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48441. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48442. SS_REFRACTIONMAP_3D: boolean;
  48443. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48444. SS_LODINREFRACTIONALPHA: boolean;
  48445. SS_GAMMAREFRACTION: boolean;
  48446. SS_RGBDREFRACTION: boolean;
  48447. SS_LINEARSPECULARREFRACTION: boolean;
  48448. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48449. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48450. /** @hidden */
  48451. _areTexturesDirty: boolean;
  48452. }
  48453. /**
  48454. * Define the code related to the sub surface parameters of the pbr material.
  48455. */
  48456. export class PBRSubSurfaceConfiguration {
  48457. private _isRefractionEnabled;
  48458. /**
  48459. * Defines if the refraction is enabled in the material.
  48460. */
  48461. isRefractionEnabled: boolean;
  48462. private _isTranslucencyEnabled;
  48463. /**
  48464. * Defines if the translucency is enabled in the material.
  48465. */
  48466. isTranslucencyEnabled: boolean;
  48467. private _isScatteringEnabled;
  48468. /**
  48469. * Defines the refraction intensity of the material.
  48470. * The refraction when enabled replaces the Diffuse part of the material.
  48471. * The intensity helps transitionning between diffuse and refraction.
  48472. */
  48473. refractionIntensity: number;
  48474. /**
  48475. * Defines the translucency intensity of the material.
  48476. * When translucency has been enabled, this defines how much of the "translucency"
  48477. * is addded to the diffuse part of the material.
  48478. */
  48479. translucencyIntensity: number;
  48480. /**
  48481. * Defines the scattering intensity of the material.
  48482. * When scattering has been enabled, this defines how much of the "scattered light"
  48483. * is addded to the diffuse part of the material.
  48484. */
  48485. scatteringIntensity: number;
  48486. private _thicknessTexture;
  48487. /**
  48488. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48489. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48490. * 0 would mean minimumThickness
  48491. * 1 would mean maximumThickness
  48492. * The other channels might be use as a mask to vary the different effects intensity.
  48493. */
  48494. thicknessTexture: Nullable<BaseTexture>;
  48495. private _refractionTexture;
  48496. /**
  48497. * Defines the texture to use for refraction.
  48498. */
  48499. refractionTexture: Nullable<BaseTexture>;
  48500. private _indexOfRefraction;
  48501. /**
  48502. * Defines the index of refraction used in the material.
  48503. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48504. */
  48505. indexOfRefraction: number;
  48506. private _invertRefractionY;
  48507. /**
  48508. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48509. */
  48510. invertRefractionY: boolean;
  48511. private _linkRefractionWithTransparency;
  48512. /**
  48513. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48514. * Materials half opaque for instance using refraction could benefit from this control.
  48515. */
  48516. linkRefractionWithTransparency: boolean;
  48517. /**
  48518. * Defines the minimum thickness stored in the thickness map.
  48519. * If no thickness map is defined, this value will be used to simulate thickness.
  48520. */
  48521. minimumThickness: number;
  48522. /**
  48523. * Defines the maximum thickness stored in the thickness map.
  48524. */
  48525. maximumThickness: number;
  48526. /**
  48527. * Defines the volume tint of the material.
  48528. * This is used for both translucency and scattering.
  48529. */
  48530. tintColor: Color3;
  48531. /**
  48532. * Defines the distance at which the tint color should be found in the media.
  48533. * This is used for refraction only.
  48534. */
  48535. tintColorAtDistance: number;
  48536. /**
  48537. * Defines how far each channel transmit through the media.
  48538. * It is defined as a color to simplify it selection.
  48539. */
  48540. diffusionDistance: Color3;
  48541. private _useMaskFromThicknessTexture;
  48542. /**
  48543. * Stores the intensity of the different subsurface effects in the thickness texture.
  48544. * * the green channel is the translucency intensity.
  48545. * * the blue channel is the scattering intensity.
  48546. * * the alpha channel is the refraction intensity.
  48547. */
  48548. useMaskFromThicknessTexture: boolean;
  48549. /** @hidden */
  48550. private _internalMarkAllSubMeshesAsTexturesDirty;
  48551. /** @hidden */
  48552. _markAllSubMeshesAsTexturesDirty(): void;
  48553. /**
  48554. * Instantiate a new istance of sub surface configuration.
  48555. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48556. */
  48557. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48558. /**
  48559. * Gets wehter the submesh is ready to be used or not.
  48560. * @param defines the list of "defines" to update.
  48561. * @param scene defines the scene the material belongs to.
  48562. * @returns - boolean indicating that the submesh is ready or not.
  48563. */
  48564. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48565. /**
  48566. * Checks to see if a texture is used in the material.
  48567. * @param defines the list of "defines" to update.
  48568. * @param scene defines the scene to the material belongs to.
  48569. */
  48570. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48571. /**
  48572. * Binds the material data.
  48573. * @param uniformBuffer defines the Uniform buffer to fill in.
  48574. * @param scene defines the scene the material belongs to.
  48575. * @param engine defines the engine the material belongs to.
  48576. * @param isFrozen defines wether the material is frozen or not.
  48577. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48578. */
  48579. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48580. /**
  48581. * Unbinds the material from the mesh.
  48582. * @param activeEffect defines the effect that should be unbound from.
  48583. * @returns true if unbound, otherwise false
  48584. */
  48585. unbind(activeEffect: Effect): boolean;
  48586. /**
  48587. * Returns the texture used for refraction or null if none is used.
  48588. * @param scene defines the scene the material belongs to.
  48589. * @returns - Refraction texture if present. If no refraction texture and refraction
  48590. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48591. */
  48592. private _getRefractionTexture;
  48593. /**
  48594. * Returns true if alpha blending should be disabled.
  48595. */
  48596. readonly disableAlphaBlending: boolean;
  48597. /**
  48598. * Fills the list of render target textures.
  48599. * @param renderTargets the list of render targets to update
  48600. */
  48601. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48602. /**
  48603. * Checks to see if a texture is used in the material.
  48604. * @param texture - Base texture to use.
  48605. * @returns - Boolean specifying if a texture is used in the material.
  48606. */
  48607. hasTexture(texture: BaseTexture): boolean;
  48608. /**
  48609. * Gets a boolean indicating that current material needs to register RTT
  48610. * @returns true if this uses a render target otherwise false.
  48611. */
  48612. hasRenderTargetTextures(): boolean;
  48613. /**
  48614. * Returns an array of the actively used textures.
  48615. * @param activeTextures Array of BaseTextures
  48616. */
  48617. getActiveTextures(activeTextures: BaseTexture[]): void;
  48618. /**
  48619. * Returns the animatable textures.
  48620. * @param animatables Array of animatable textures.
  48621. */
  48622. getAnimatables(animatables: IAnimatable[]): void;
  48623. /**
  48624. * Disposes the resources of the material.
  48625. * @param forceDisposeTextures - Forces the disposal of all textures.
  48626. */
  48627. dispose(forceDisposeTextures?: boolean): void;
  48628. /**
  48629. * Get the current class name of the texture useful for serialization or dynamic coding.
  48630. * @returns "PBRSubSurfaceConfiguration"
  48631. */
  48632. getClassName(): string;
  48633. /**
  48634. * Add fallbacks to the effect fallbacks list.
  48635. * @param defines defines the Base texture to use.
  48636. * @param fallbacks defines the current fallback list.
  48637. * @param currentRank defines the current fallback rank.
  48638. * @returns the new fallback rank.
  48639. */
  48640. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48641. /**
  48642. * Add the required uniforms to the current list.
  48643. * @param uniforms defines the current uniform list.
  48644. */
  48645. static AddUniforms(uniforms: string[]): void;
  48646. /**
  48647. * Add the required samplers to the current list.
  48648. * @param samplers defines the current sampler list.
  48649. */
  48650. static AddSamplers(samplers: string[]): void;
  48651. /**
  48652. * Add the required uniforms to the current buffer.
  48653. * @param uniformBuffer defines the current uniform buffer.
  48654. */
  48655. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48656. /**
  48657. * Makes a duplicate of the current configuration into another one.
  48658. * @param configuration define the config where to copy the info
  48659. */
  48660. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48661. /**
  48662. * Serializes this Sub Surface configuration.
  48663. * @returns - An object with the serialized config.
  48664. */
  48665. serialize(): any;
  48666. /**
  48667. * Parses a anisotropy Configuration from a serialized object.
  48668. * @param source - Serialized object.
  48669. * @param scene Defines the scene we are parsing for
  48670. * @param rootUrl Defines the rootUrl to load from
  48671. */
  48672. parse(source: any, scene: Scene, rootUrl: string): void;
  48673. }
  48674. }
  48675. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48676. /** @hidden */
  48677. export var pbrFragmentDeclaration: {
  48678. name: string;
  48679. shader: string;
  48680. };
  48681. }
  48682. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48683. /** @hidden */
  48684. export var pbrUboDeclaration: {
  48685. name: string;
  48686. shader: string;
  48687. };
  48688. }
  48689. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48690. /** @hidden */
  48691. export var pbrFragmentExtraDeclaration: {
  48692. name: string;
  48693. shader: string;
  48694. };
  48695. }
  48696. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48697. /** @hidden */
  48698. export var pbrFragmentSamplersDeclaration: {
  48699. name: string;
  48700. shader: string;
  48701. };
  48702. }
  48703. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48704. /** @hidden */
  48705. export var pbrHelperFunctions: {
  48706. name: string;
  48707. shader: string;
  48708. };
  48709. }
  48710. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48711. /** @hidden */
  48712. export var harmonicsFunctions: {
  48713. name: string;
  48714. shader: string;
  48715. };
  48716. }
  48717. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48718. /** @hidden */
  48719. export var pbrDirectLightingSetupFunctions: {
  48720. name: string;
  48721. shader: string;
  48722. };
  48723. }
  48724. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48725. /** @hidden */
  48726. export var pbrDirectLightingFalloffFunctions: {
  48727. name: string;
  48728. shader: string;
  48729. };
  48730. }
  48731. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48732. /** @hidden */
  48733. export var pbrBRDFFunctions: {
  48734. name: string;
  48735. shader: string;
  48736. };
  48737. }
  48738. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48739. /** @hidden */
  48740. export var pbrDirectLightingFunctions: {
  48741. name: string;
  48742. shader: string;
  48743. };
  48744. }
  48745. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48746. /** @hidden */
  48747. export var pbrIBLFunctions: {
  48748. name: string;
  48749. shader: string;
  48750. };
  48751. }
  48752. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48753. /** @hidden */
  48754. export var pbrDebug: {
  48755. name: string;
  48756. shader: string;
  48757. };
  48758. }
  48759. declare module "babylonjs/Shaders/pbr.fragment" {
  48760. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48761. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48762. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48763. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48764. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48765. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48766. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48767. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48768. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48769. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48770. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48771. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48772. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48773. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48774. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48775. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48776. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48777. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48778. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48779. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48780. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48781. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48782. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48783. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48784. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48785. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48786. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48787. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48788. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48789. /** @hidden */
  48790. export var pbrPixelShader: {
  48791. name: string;
  48792. shader: string;
  48793. };
  48794. }
  48795. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48796. /** @hidden */
  48797. export var pbrVertexDeclaration: {
  48798. name: string;
  48799. shader: string;
  48800. };
  48801. }
  48802. declare module "babylonjs/Shaders/pbr.vertex" {
  48803. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48804. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48805. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48806. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48807. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48808. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48809. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48810. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48811. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48812. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48813. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48814. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48815. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48816. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48817. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48818. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48819. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48820. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48821. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48822. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48823. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48824. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48825. /** @hidden */
  48826. export var pbrVertexShader: {
  48827. name: string;
  48828. shader: string;
  48829. };
  48830. }
  48831. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48832. import { Nullable } from "babylonjs/types";
  48833. import { Scene } from "babylonjs/scene";
  48834. import { Matrix } from "babylonjs/Maths/math.vector";
  48835. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48837. import { Mesh } from "babylonjs/Meshes/mesh";
  48838. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48839. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48840. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48841. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48842. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48843. import { Color3 } from "babylonjs/Maths/math.color";
  48844. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48845. import { Material } from "babylonjs/Materials/material";
  48846. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48847. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48848. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48849. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48850. import "babylonjs/Shaders/pbr.fragment";
  48851. import "babylonjs/Shaders/pbr.vertex";
  48852. /**
  48853. * Manages the defines for the PBR Material.
  48854. * @hidden
  48855. */
  48856. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48857. PBR: boolean;
  48858. MAINUV1: boolean;
  48859. MAINUV2: boolean;
  48860. UV1: boolean;
  48861. UV2: boolean;
  48862. ALBEDO: boolean;
  48863. ALBEDODIRECTUV: number;
  48864. VERTEXCOLOR: boolean;
  48865. AMBIENT: boolean;
  48866. AMBIENTDIRECTUV: number;
  48867. AMBIENTINGRAYSCALE: boolean;
  48868. OPACITY: boolean;
  48869. VERTEXALPHA: boolean;
  48870. OPACITYDIRECTUV: number;
  48871. OPACITYRGB: boolean;
  48872. ALPHATEST: boolean;
  48873. DEPTHPREPASS: boolean;
  48874. ALPHABLEND: boolean;
  48875. ALPHAFROMALBEDO: boolean;
  48876. ALPHATESTVALUE: string;
  48877. SPECULAROVERALPHA: boolean;
  48878. RADIANCEOVERALPHA: boolean;
  48879. ALPHAFRESNEL: boolean;
  48880. LINEARALPHAFRESNEL: boolean;
  48881. PREMULTIPLYALPHA: boolean;
  48882. EMISSIVE: boolean;
  48883. EMISSIVEDIRECTUV: number;
  48884. REFLECTIVITY: boolean;
  48885. REFLECTIVITYDIRECTUV: number;
  48886. SPECULARTERM: boolean;
  48887. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48888. MICROSURFACEAUTOMATIC: boolean;
  48889. LODBASEDMICROSFURACE: boolean;
  48890. MICROSURFACEMAP: boolean;
  48891. MICROSURFACEMAPDIRECTUV: number;
  48892. METALLICWORKFLOW: boolean;
  48893. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48894. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48895. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48896. AOSTOREINMETALMAPRED: boolean;
  48897. ENVIRONMENTBRDF: boolean;
  48898. ENVIRONMENTBRDF_RGBD: boolean;
  48899. NORMAL: boolean;
  48900. TANGENT: boolean;
  48901. BUMP: boolean;
  48902. BUMPDIRECTUV: number;
  48903. OBJECTSPACE_NORMALMAP: boolean;
  48904. PARALLAX: boolean;
  48905. PARALLAXOCCLUSION: boolean;
  48906. NORMALXYSCALE: boolean;
  48907. LIGHTMAP: boolean;
  48908. LIGHTMAPDIRECTUV: number;
  48909. USELIGHTMAPASSHADOWMAP: boolean;
  48910. GAMMALIGHTMAP: boolean;
  48911. REFLECTION: boolean;
  48912. REFLECTIONMAP_3D: boolean;
  48913. REFLECTIONMAP_SPHERICAL: boolean;
  48914. REFLECTIONMAP_PLANAR: boolean;
  48915. REFLECTIONMAP_CUBIC: boolean;
  48916. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48917. REFLECTIONMAP_PROJECTION: boolean;
  48918. REFLECTIONMAP_SKYBOX: boolean;
  48919. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48920. REFLECTIONMAP_EXPLICIT: boolean;
  48921. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48922. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48923. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48924. INVERTCUBICMAP: boolean;
  48925. USESPHERICALFROMREFLECTIONMAP: boolean;
  48926. USEIRRADIANCEMAP: boolean;
  48927. SPHERICAL_HARMONICS: boolean;
  48928. USESPHERICALINVERTEX: boolean;
  48929. REFLECTIONMAP_OPPOSITEZ: boolean;
  48930. LODINREFLECTIONALPHA: boolean;
  48931. GAMMAREFLECTION: boolean;
  48932. RGBDREFLECTION: boolean;
  48933. LINEARSPECULARREFLECTION: boolean;
  48934. RADIANCEOCCLUSION: boolean;
  48935. HORIZONOCCLUSION: boolean;
  48936. INSTANCES: boolean;
  48937. NUM_BONE_INFLUENCERS: number;
  48938. BonesPerMesh: number;
  48939. BONETEXTURE: boolean;
  48940. NONUNIFORMSCALING: boolean;
  48941. MORPHTARGETS: boolean;
  48942. MORPHTARGETS_NORMAL: boolean;
  48943. MORPHTARGETS_TANGENT: boolean;
  48944. MORPHTARGETS_UV: boolean;
  48945. NUM_MORPH_INFLUENCERS: number;
  48946. IMAGEPROCESSING: boolean;
  48947. VIGNETTE: boolean;
  48948. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48949. VIGNETTEBLENDMODEOPAQUE: boolean;
  48950. TONEMAPPING: boolean;
  48951. TONEMAPPING_ACES: boolean;
  48952. CONTRAST: boolean;
  48953. COLORCURVES: boolean;
  48954. COLORGRADING: boolean;
  48955. COLORGRADING3D: boolean;
  48956. SAMPLER3DGREENDEPTH: boolean;
  48957. SAMPLER3DBGRMAP: boolean;
  48958. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48959. EXPOSURE: boolean;
  48960. MULTIVIEW: boolean;
  48961. USEPHYSICALLIGHTFALLOFF: boolean;
  48962. USEGLTFLIGHTFALLOFF: boolean;
  48963. TWOSIDEDLIGHTING: boolean;
  48964. SHADOWFLOAT: boolean;
  48965. CLIPPLANE: boolean;
  48966. CLIPPLANE2: boolean;
  48967. CLIPPLANE3: boolean;
  48968. CLIPPLANE4: boolean;
  48969. POINTSIZE: boolean;
  48970. FOG: boolean;
  48971. LOGARITHMICDEPTH: boolean;
  48972. FORCENORMALFORWARD: boolean;
  48973. SPECULARAA: boolean;
  48974. CLEARCOAT: boolean;
  48975. CLEARCOAT_DEFAULTIOR: boolean;
  48976. CLEARCOAT_TEXTURE: boolean;
  48977. CLEARCOAT_TEXTUREDIRECTUV: number;
  48978. CLEARCOAT_BUMP: boolean;
  48979. CLEARCOAT_BUMPDIRECTUV: number;
  48980. CLEARCOAT_TINT: boolean;
  48981. CLEARCOAT_TINT_TEXTURE: boolean;
  48982. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48983. ANISOTROPIC: boolean;
  48984. ANISOTROPIC_TEXTURE: boolean;
  48985. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48986. BRDF_V_HEIGHT_CORRELATED: boolean;
  48987. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48988. SHEEN: boolean;
  48989. SHEEN_TEXTURE: boolean;
  48990. SHEEN_TEXTUREDIRECTUV: number;
  48991. SHEEN_LINKWITHALBEDO: boolean;
  48992. SUBSURFACE: boolean;
  48993. SS_REFRACTION: boolean;
  48994. SS_TRANSLUCENCY: boolean;
  48995. SS_SCATERRING: boolean;
  48996. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48997. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48998. SS_REFRACTIONMAP_3D: boolean;
  48999. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49000. SS_LODINREFRACTIONALPHA: boolean;
  49001. SS_GAMMAREFRACTION: boolean;
  49002. SS_RGBDREFRACTION: boolean;
  49003. SS_LINEARSPECULARREFRACTION: boolean;
  49004. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49005. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49006. UNLIT: boolean;
  49007. DEBUGMODE: number;
  49008. /**
  49009. * Initializes the PBR Material defines.
  49010. */
  49011. constructor();
  49012. /**
  49013. * Resets the PBR Material defines.
  49014. */
  49015. reset(): void;
  49016. }
  49017. /**
  49018. * The Physically based material base class of BJS.
  49019. *
  49020. * This offers the main features of a standard PBR material.
  49021. * For more information, please refer to the documentation :
  49022. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49023. */
  49024. export abstract class PBRBaseMaterial extends PushMaterial {
  49025. /**
  49026. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49027. */
  49028. static readonly PBRMATERIAL_OPAQUE: number;
  49029. /**
  49030. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49031. */
  49032. static readonly PBRMATERIAL_ALPHATEST: number;
  49033. /**
  49034. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49035. */
  49036. static readonly PBRMATERIAL_ALPHABLEND: number;
  49037. /**
  49038. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49039. * They are also discarded below the alpha cutoff threshold to improve performances.
  49040. */
  49041. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49042. /**
  49043. * Defines the default value of how much AO map is occluding the analytical lights
  49044. * (point spot...).
  49045. */
  49046. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49047. /**
  49048. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49049. */
  49050. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49051. /**
  49052. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49053. * to enhance interoperability with other engines.
  49054. */
  49055. static readonly LIGHTFALLOFF_GLTF: number;
  49056. /**
  49057. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49058. * to enhance interoperability with other materials.
  49059. */
  49060. static readonly LIGHTFALLOFF_STANDARD: number;
  49061. /**
  49062. * Intensity of the direct lights e.g. the four lights available in your scene.
  49063. * This impacts both the direct diffuse and specular highlights.
  49064. */
  49065. protected _directIntensity: number;
  49066. /**
  49067. * Intensity of the emissive part of the material.
  49068. * This helps controlling the emissive effect without modifying the emissive color.
  49069. */
  49070. protected _emissiveIntensity: number;
  49071. /**
  49072. * Intensity of the environment e.g. how much the environment will light the object
  49073. * either through harmonics for rough material or through the refelction for shiny ones.
  49074. */
  49075. protected _environmentIntensity: number;
  49076. /**
  49077. * This is a special control allowing the reduction of the specular highlights coming from the
  49078. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49079. */
  49080. protected _specularIntensity: number;
  49081. /**
  49082. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49083. */
  49084. private _lightingInfos;
  49085. /**
  49086. * Debug Control allowing disabling the bump map on this material.
  49087. */
  49088. protected _disableBumpMap: boolean;
  49089. /**
  49090. * AKA Diffuse Texture in standard nomenclature.
  49091. */
  49092. protected _albedoTexture: Nullable<BaseTexture>;
  49093. /**
  49094. * AKA Occlusion Texture in other nomenclature.
  49095. */
  49096. protected _ambientTexture: Nullable<BaseTexture>;
  49097. /**
  49098. * AKA Occlusion Texture Intensity in other nomenclature.
  49099. */
  49100. protected _ambientTextureStrength: number;
  49101. /**
  49102. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49103. * 1 means it completely occludes it
  49104. * 0 mean it has no impact
  49105. */
  49106. protected _ambientTextureImpactOnAnalyticalLights: number;
  49107. /**
  49108. * Stores the alpha values in a texture.
  49109. */
  49110. protected _opacityTexture: Nullable<BaseTexture>;
  49111. /**
  49112. * Stores the reflection values in a texture.
  49113. */
  49114. protected _reflectionTexture: Nullable<BaseTexture>;
  49115. /**
  49116. * Stores the emissive values in a texture.
  49117. */
  49118. protected _emissiveTexture: Nullable<BaseTexture>;
  49119. /**
  49120. * AKA Specular texture in other nomenclature.
  49121. */
  49122. protected _reflectivityTexture: Nullable<BaseTexture>;
  49123. /**
  49124. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49125. */
  49126. protected _metallicTexture: Nullable<BaseTexture>;
  49127. /**
  49128. * Specifies the metallic scalar of the metallic/roughness workflow.
  49129. * Can also be used to scale the metalness values of the metallic texture.
  49130. */
  49131. protected _metallic: Nullable<number>;
  49132. /**
  49133. * Specifies the roughness scalar of the metallic/roughness workflow.
  49134. * Can also be used to scale the roughness values of the metallic texture.
  49135. */
  49136. protected _roughness: Nullable<number>;
  49137. /**
  49138. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49139. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49140. */
  49141. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49142. /**
  49143. * Stores surface normal data used to displace a mesh in a texture.
  49144. */
  49145. protected _bumpTexture: Nullable<BaseTexture>;
  49146. /**
  49147. * Stores the pre-calculated light information of a mesh in a texture.
  49148. */
  49149. protected _lightmapTexture: Nullable<BaseTexture>;
  49150. /**
  49151. * The color of a material in ambient lighting.
  49152. */
  49153. protected _ambientColor: Color3;
  49154. /**
  49155. * AKA Diffuse Color in other nomenclature.
  49156. */
  49157. protected _albedoColor: Color3;
  49158. /**
  49159. * AKA Specular Color in other nomenclature.
  49160. */
  49161. protected _reflectivityColor: Color3;
  49162. /**
  49163. * The color applied when light is reflected from a material.
  49164. */
  49165. protected _reflectionColor: Color3;
  49166. /**
  49167. * The color applied when light is emitted from a material.
  49168. */
  49169. protected _emissiveColor: Color3;
  49170. /**
  49171. * AKA Glossiness in other nomenclature.
  49172. */
  49173. protected _microSurface: number;
  49174. /**
  49175. * Specifies that the material will use the light map as a show map.
  49176. */
  49177. protected _useLightmapAsShadowmap: boolean;
  49178. /**
  49179. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49180. * makes the reflect vector face the model (under horizon).
  49181. */
  49182. protected _useHorizonOcclusion: boolean;
  49183. /**
  49184. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49185. * too much the area relying on ambient texture to define their ambient occlusion.
  49186. */
  49187. protected _useRadianceOcclusion: boolean;
  49188. /**
  49189. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49190. */
  49191. protected _useAlphaFromAlbedoTexture: boolean;
  49192. /**
  49193. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49194. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49195. */
  49196. protected _useSpecularOverAlpha: boolean;
  49197. /**
  49198. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49199. */
  49200. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49201. /**
  49202. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49203. */
  49204. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49205. /**
  49206. * Specifies if the metallic texture contains the roughness information in its green channel.
  49207. */
  49208. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49209. /**
  49210. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49211. */
  49212. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49213. /**
  49214. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49215. */
  49216. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49217. /**
  49218. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49219. */
  49220. protected _useAmbientInGrayScale: boolean;
  49221. /**
  49222. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49223. * The material will try to infer what glossiness each pixel should be.
  49224. */
  49225. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49226. /**
  49227. * Defines the falloff type used in this material.
  49228. * It by default is Physical.
  49229. */
  49230. protected _lightFalloff: number;
  49231. /**
  49232. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49233. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49234. */
  49235. protected _useRadianceOverAlpha: boolean;
  49236. /**
  49237. * Allows using an object space normal map (instead of tangent space).
  49238. */
  49239. protected _useObjectSpaceNormalMap: boolean;
  49240. /**
  49241. * Allows using the bump map in parallax mode.
  49242. */
  49243. protected _useParallax: boolean;
  49244. /**
  49245. * Allows using the bump map in parallax occlusion mode.
  49246. */
  49247. protected _useParallaxOcclusion: boolean;
  49248. /**
  49249. * Controls the scale bias of the parallax mode.
  49250. */
  49251. protected _parallaxScaleBias: number;
  49252. /**
  49253. * If sets to true, disables all the lights affecting the material.
  49254. */
  49255. protected _disableLighting: boolean;
  49256. /**
  49257. * Number of Simultaneous lights allowed on the material.
  49258. */
  49259. protected _maxSimultaneousLights: number;
  49260. /**
  49261. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49262. */
  49263. protected _invertNormalMapX: boolean;
  49264. /**
  49265. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49266. */
  49267. protected _invertNormalMapY: boolean;
  49268. /**
  49269. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49270. */
  49271. protected _twoSidedLighting: boolean;
  49272. /**
  49273. * Defines the alpha limits in alpha test mode.
  49274. */
  49275. protected _alphaCutOff: number;
  49276. /**
  49277. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49278. */
  49279. protected _forceAlphaTest: boolean;
  49280. /**
  49281. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49282. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49283. */
  49284. protected _useAlphaFresnel: boolean;
  49285. /**
  49286. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49287. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49288. */
  49289. protected _useLinearAlphaFresnel: boolean;
  49290. /**
  49291. * The transparency mode of the material.
  49292. */
  49293. protected _transparencyMode: Nullable<number>;
  49294. /**
  49295. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49296. * from cos thetav and roughness:
  49297. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49298. */
  49299. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49300. /**
  49301. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49302. */
  49303. protected _forceIrradianceInFragment: boolean;
  49304. /**
  49305. * Force normal to face away from face.
  49306. */
  49307. protected _forceNormalForward: boolean;
  49308. /**
  49309. * Enables specular anti aliasing in the PBR shader.
  49310. * It will both interacts on the Geometry for analytical and IBL lighting.
  49311. * It also prefilter the roughness map based on the bump values.
  49312. */
  49313. protected _enableSpecularAntiAliasing: boolean;
  49314. /**
  49315. * Default configuration related to image processing available in the PBR Material.
  49316. */
  49317. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49318. /**
  49319. * Keep track of the image processing observer to allow dispose and replace.
  49320. */
  49321. private _imageProcessingObserver;
  49322. /**
  49323. * Attaches a new image processing configuration to the PBR Material.
  49324. * @param configuration
  49325. */
  49326. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49327. /**
  49328. * Stores the available render targets.
  49329. */
  49330. private _renderTargets;
  49331. /**
  49332. * Sets the global ambient color for the material used in lighting calculations.
  49333. */
  49334. private _globalAmbientColor;
  49335. /**
  49336. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49337. */
  49338. private _useLogarithmicDepth;
  49339. /**
  49340. * If set to true, no lighting calculations will be applied.
  49341. */
  49342. private _unlit;
  49343. private _debugMode;
  49344. /**
  49345. * @hidden
  49346. * This is reserved for the inspector.
  49347. * Defines the material debug mode.
  49348. * It helps seeing only some components of the material while troubleshooting.
  49349. */
  49350. debugMode: number;
  49351. /**
  49352. * @hidden
  49353. * This is reserved for the inspector.
  49354. * Specify from where on screen the debug mode should start.
  49355. * The value goes from -1 (full screen) to 1 (not visible)
  49356. * It helps with side by side comparison against the final render
  49357. * This defaults to -1
  49358. */
  49359. private debugLimit;
  49360. /**
  49361. * @hidden
  49362. * This is reserved for the inspector.
  49363. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49364. * You can use the factor to better multiply the final value.
  49365. */
  49366. private debugFactor;
  49367. /**
  49368. * Defines the clear coat layer parameters for the material.
  49369. */
  49370. readonly clearCoat: PBRClearCoatConfiguration;
  49371. /**
  49372. * Defines the anisotropic parameters for the material.
  49373. */
  49374. readonly anisotropy: PBRAnisotropicConfiguration;
  49375. /**
  49376. * Defines the BRDF parameters for the material.
  49377. */
  49378. readonly brdf: PBRBRDFConfiguration;
  49379. /**
  49380. * Defines the Sheen parameters for the material.
  49381. */
  49382. readonly sheen: PBRSheenConfiguration;
  49383. /**
  49384. * Defines the SubSurface parameters for the material.
  49385. */
  49386. readonly subSurface: PBRSubSurfaceConfiguration;
  49387. /**
  49388. * Custom callback helping to override the default shader used in the material.
  49389. */
  49390. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49391. protected _rebuildInParallel: boolean;
  49392. /**
  49393. * Instantiates a new PBRMaterial instance.
  49394. *
  49395. * @param name The material name
  49396. * @param scene The scene the material will be use in.
  49397. */
  49398. constructor(name: string, scene: Scene);
  49399. /**
  49400. * Gets a boolean indicating that current material needs to register RTT
  49401. */
  49402. readonly hasRenderTargetTextures: boolean;
  49403. /**
  49404. * Gets the name of the material class.
  49405. */
  49406. getClassName(): string;
  49407. /**
  49408. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49409. */
  49410. /**
  49411. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49412. */
  49413. useLogarithmicDepth: boolean;
  49414. /**
  49415. * Gets the current transparency mode.
  49416. */
  49417. /**
  49418. * Sets the transparency mode of the material.
  49419. *
  49420. * | Value | Type | Description |
  49421. * | ----- | ----------------------------------- | ----------- |
  49422. * | 0 | OPAQUE | |
  49423. * | 1 | ALPHATEST | |
  49424. * | 2 | ALPHABLEND | |
  49425. * | 3 | ALPHATESTANDBLEND | |
  49426. *
  49427. */
  49428. transparencyMode: Nullable<number>;
  49429. /**
  49430. * Returns true if alpha blending should be disabled.
  49431. */
  49432. private readonly _disableAlphaBlending;
  49433. /**
  49434. * Specifies whether or not this material should be rendered in alpha blend mode.
  49435. */
  49436. needAlphaBlending(): boolean;
  49437. /**
  49438. * Specifies if the mesh will require alpha blending.
  49439. * @param mesh - BJS mesh.
  49440. */
  49441. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49442. /**
  49443. * Specifies whether or not this material should be rendered in alpha test mode.
  49444. */
  49445. needAlphaTesting(): boolean;
  49446. /**
  49447. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49448. */
  49449. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49450. /**
  49451. * Gets the texture used for the alpha test.
  49452. */
  49453. getAlphaTestTexture(): Nullable<BaseTexture>;
  49454. /**
  49455. * Specifies that the submesh is ready to be used.
  49456. * @param mesh - BJS mesh.
  49457. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49458. * @param useInstances - Specifies that instances should be used.
  49459. * @returns - boolean indicating that the submesh is ready or not.
  49460. */
  49461. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49462. /**
  49463. * Specifies if the material uses metallic roughness workflow.
  49464. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49465. */
  49466. isMetallicWorkflow(): boolean;
  49467. private _prepareEffect;
  49468. private _prepareDefines;
  49469. /**
  49470. * Force shader compilation
  49471. */
  49472. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49473. clipPlane: boolean;
  49474. }>): void;
  49475. /**
  49476. * Initializes the uniform buffer layout for the shader.
  49477. */
  49478. buildUniformLayout(): void;
  49479. /**
  49480. * Unbinds the material from the mesh
  49481. */
  49482. unbind(): void;
  49483. /**
  49484. * Binds the submesh data.
  49485. * @param world - The world matrix.
  49486. * @param mesh - The BJS mesh.
  49487. * @param subMesh - A submesh of the BJS mesh.
  49488. */
  49489. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49490. /**
  49491. * Returns the animatable textures.
  49492. * @returns - Array of animatable textures.
  49493. */
  49494. getAnimatables(): IAnimatable[];
  49495. /**
  49496. * Returns the texture used for reflections.
  49497. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49498. */
  49499. private _getReflectionTexture;
  49500. /**
  49501. * Returns an array of the actively used textures.
  49502. * @returns - Array of BaseTextures
  49503. */
  49504. getActiveTextures(): BaseTexture[];
  49505. /**
  49506. * Checks to see if a texture is used in the material.
  49507. * @param texture - Base texture to use.
  49508. * @returns - Boolean specifying if a texture is used in the material.
  49509. */
  49510. hasTexture(texture: BaseTexture): boolean;
  49511. /**
  49512. * Disposes the resources of the material.
  49513. * @param forceDisposeEffect - Forces the disposal of effects.
  49514. * @param forceDisposeTextures - Forces the disposal of all textures.
  49515. */
  49516. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49517. }
  49518. }
  49519. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49520. import { Nullable } from "babylonjs/types";
  49521. import { Scene } from "babylonjs/scene";
  49522. import { Color3 } from "babylonjs/Maths/math.color";
  49523. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49524. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49525. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49526. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49527. /**
  49528. * The Physically based material of BJS.
  49529. *
  49530. * This offers the main features of a standard PBR material.
  49531. * For more information, please refer to the documentation :
  49532. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49533. */
  49534. export class PBRMaterial extends PBRBaseMaterial {
  49535. /**
  49536. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49537. */
  49538. static readonly PBRMATERIAL_OPAQUE: number;
  49539. /**
  49540. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49541. */
  49542. static readonly PBRMATERIAL_ALPHATEST: number;
  49543. /**
  49544. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49545. */
  49546. static readonly PBRMATERIAL_ALPHABLEND: number;
  49547. /**
  49548. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49549. * They are also discarded below the alpha cutoff threshold to improve performances.
  49550. */
  49551. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49552. /**
  49553. * Defines the default value of how much AO map is occluding the analytical lights
  49554. * (point spot...).
  49555. */
  49556. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49557. /**
  49558. * Intensity of the direct lights e.g. the four lights available in your scene.
  49559. * This impacts both the direct diffuse and specular highlights.
  49560. */
  49561. directIntensity: number;
  49562. /**
  49563. * Intensity of the emissive part of the material.
  49564. * This helps controlling the emissive effect without modifying the emissive color.
  49565. */
  49566. emissiveIntensity: number;
  49567. /**
  49568. * Intensity of the environment e.g. how much the environment will light the object
  49569. * either through harmonics for rough material or through the refelction for shiny ones.
  49570. */
  49571. environmentIntensity: number;
  49572. /**
  49573. * This is a special control allowing the reduction of the specular highlights coming from the
  49574. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49575. */
  49576. specularIntensity: number;
  49577. /**
  49578. * Debug Control allowing disabling the bump map on this material.
  49579. */
  49580. disableBumpMap: boolean;
  49581. /**
  49582. * AKA Diffuse Texture in standard nomenclature.
  49583. */
  49584. albedoTexture: BaseTexture;
  49585. /**
  49586. * AKA Occlusion Texture in other nomenclature.
  49587. */
  49588. ambientTexture: BaseTexture;
  49589. /**
  49590. * AKA Occlusion Texture Intensity in other nomenclature.
  49591. */
  49592. ambientTextureStrength: number;
  49593. /**
  49594. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49595. * 1 means it completely occludes it
  49596. * 0 mean it has no impact
  49597. */
  49598. ambientTextureImpactOnAnalyticalLights: number;
  49599. /**
  49600. * Stores the alpha values in a texture.
  49601. */
  49602. opacityTexture: BaseTexture;
  49603. /**
  49604. * Stores the reflection values in a texture.
  49605. */
  49606. reflectionTexture: Nullable<BaseTexture>;
  49607. /**
  49608. * Stores the emissive values in a texture.
  49609. */
  49610. emissiveTexture: BaseTexture;
  49611. /**
  49612. * AKA Specular texture in other nomenclature.
  49613. */
  49614. reflectivityTexture: BaseTexture;
  49615. /**
  49616. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49617. */
  49618. metallicTexture: BaseTexture;
  49619. /**
  49620. * Specifies the metallic scalar of the metallic/roughness workflow.
  49621. * Can also be used to scale the metalness values of the metallic texture.
  49622. */
  49623. metallic: Nullable<number>;
  49624. /**
  49625. * Specifies the roughness scalar of the metallic/roughness workflow.
  49626. * Can also be used to scale the roughness values of the metallic texture.
  49627. */
  49628. roughness: Nullable<number>;
  49629. /**
  49630. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49631. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49632. */
  49633. microSurfaceTexture: BaseTexture;
  49634. /**
  49635. * Stores surface normal data used to displace a mesh in a texture.
  49636. */
  49637. bumpTexture: BaseTexture;
  49638. /**
  49639. * Stores the pre-calculated light information of a mesh in a texture.
  49640. */
  49641. lightmapTexture: BaseTexture;
  49642. /**
  49643. * Stores the refracted light information in a texture.
  49644. */
  49645. refractionTexture: Nullable<BaseTexture>;
  49646. /**
  49647. * The color of a material in ambient lighting.
  49648. */
  49649. ambientColor: Color3;
  49650. /**
  49651. * AKA Diffuse Color in other nomenclature.
  49652. */
  49653. albedoColor: Color3;
  49654. /**
  49655. * AKA Specular Color in other nomenclature.
  49656. */
  49657. reflectivityColor: Color3;
  49658. /**
  49659. * The color reflected from the material.
  49660. */
  49661. reflectionColor: Color3;
  49662. /**
  49663. * The color emitted from the material.
  49664. */
  49665. emissiveColor: Color3;
  49666. /**
  49667. * AKA Glossiness in other nomenclature.
  49668. */
  49669. microSurface: number;
  49670. /**
  49671. * source material index of refraction (IOR)' / 'destination material IOR.
  49672. */
  49673. indexOfRefraction: number;
  49674. /**
  49675. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49676. */
  49677. invertRefractionY: boolean;
  49678. /**
  49679. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49680. * Materials half opaque for instance using refraction could benefit from this control.
  49681. */
  49682. linkRefractionWithTransparency: boolean;
  49683. /**
  49684. * If true, the light map contains occlusion information instead of lighting info.
  49685. */
  49686. useLightmapAsShadowmap: boolean;
  49687. /**
  49688. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49689. */
  49690. useAlphaFromAlbedoTexture: boolean;
  49691. /**
  49692. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49693. */
  49694. forceAlphaTest: boolean;
  49695. /**
  49696. * Defines the alpha limits in alpha test mode.
  49697. */
  49698. alphaCutOff: number;
  49699. /**
  49700. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49701. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49702. */
  49703. useSpecularOverAlpha: boolean;
  49704. /**
  49705. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49706. */
  49707. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49708. /**
  49709. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49710. */
  49711. useRoughnessFromMetallicTextureAlpha: boolean;
  49712. /**
  49713. * Specifies if the metallic texture contains the roughness information in its green channel.
  49714. */
  49715. useRoughnessFromMetallicTextureGreen: boolean;
  49716. /**
  49717. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49718. */
  49719. useMetallnessFromMetallicTextureBlue: boolean;
  49720. /**
  49721. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49722. */
  49723. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49724. /**
  49725. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49726. */
  49727. useAmbientInGrayScale: boolean;
  49728. /**
  49729. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49730. * The material will try to infer what glossiness each pixel should be.
  49731. */
  49732. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49733. /**
  49734. * BJS is using an harcoded light falloff based on a manually sets up range.
  49735. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49736. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49737. */
  49738. /**
  49739. * BJS is using an harcoded light falloff based on a manually sets up range.
  49740. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49741. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49742. */
  49743. usePhysicalLightFalloff: boolean;
  49744. /**
  49745. * In order to support the falloff compatibility with gltf, a special mode has been added
  49746. * to reproduce the gltf light falloff.
  49747. */
  49748. /**
  49749. * In order to support the falloff compatibility with gltf, a special mode has been added
  49750. * to reproduce the gltf light falloff.
  49751. */
  49752. useGLTFLightFalloff: boolean;
  49753. /**
  49754. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49755. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49756. */
  49757. useRadianceOverAlpha: boolean;
  49758. /**
  49759. * Allows using an object space normal map (instead of tangent space).
  49760. */
  49761. useObjectSpaceNormalMap: boolean;
  49762. /**
  49763. * Allows using the bump map in parallax mode.
  49764. */
  49765. useParallax: boolean;
  49766. /**
  49767. * Allows using the bump map in parallax occlusion mode.
  49768. */
  49769. useParallaxOcclusion: boolean;
  49770. /**
  49771. * Controls the scale bias of the parallax mode.
  49772. */
  49773. parallaxScaleBias: number;
  49774. /**
  49775. * If sets to true, disables all the lights affecting the material.
  49776. */
  49777. disableLighting: boolean;
  49778. /**
  49779. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49780. */
  49781. forceIrradianceInFragment: boolean;
  49782. /**
  49783. * Number of Simultaneous lights allowed on the material.
  49784. */
  49785. maxSimultaneousLights: number;
  49786. /**
  49787. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49788. */
  49789. invertNormalMapX: boolean;
  49790. /**
  49791. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49792. */
  49793. invertNormalMapY: boolean;
  49794. /**
  49795. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49796. */
  49797. twoSidedLighting: boolean;
  49798. /**
  49799. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49800. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49801. */
  49802. useAlphaFresnel: boolean;
  49803. /**
  49804. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49805. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49806. */
  49807. useLinearAlphaFresnel: boolean;
  49808. /**
  49809. * Let user defines the brdf lookup texture used for IBL.
  49810. * A default 8bit version is embedded but you could point at :
  49811. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49812. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49813. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49814. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49815. */
  49816. environmentBRDFTexture: Nullable<BaseTexture>;
  49817. /**
  49818. * Force normal to face away from face.
  49819. */
  49820. forceNormalForward: boolean;
  49821. /**
  49822. * Enables specular anti aliasing in the PBR shader.
  49823. * It will both interacts on the Geometry for analytical and IBL lighting.
  49824. * It also prefilter the roughness map based on the bump values.
  49825. */
  49826. enableSpecularAntiAliasing: boolean;
  49827. /**
  49828. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49829. * makes the reflect vector face the model (under horizon).
  49830. */
  49831. useHorizonOcclusion: boolean;
  49832. /**
  49833. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49834. * too much the area relying on ambient texture to define their ambient occlusion.
  49835. */
  49836. useRadianceOcclusion: boolean;
  49837. /**
  49838. * If set to true, no lighting calculations will be applied.
  49839. */
  49840. unlit: boolean;
  49841. /**
  49842. * Gets the image processing configuration used either in this material.
  49843. */
  49844. /**
  49845. * Sets the Default image processing configuration used either in the this material.
  49846. *
  49847. * If sets to null, the scene one is in use.
  49848. */
  49849. imageProcessingConfiguration: ImageProcessingConfiguration;
  49850. /**
  49851. * Gets wether the color curves effect is enabled.
  49852. */
  49853. /**
  49854. * Sets wether the color curves effect is enabled.
  49855. */
  49856. cameraColorCurvesEnabled: boolean;
  49857. /**
  49858. * Gets wether the color grading effect is enabled.
  49859. */
  49860. /**
  49861. * Gets wether the color grading effect is enabled.
  49862. */
  49863. cameraColorGradingEnabled: boolean;
  49864. /**
  49865. * Gets wether tonemapping is enabled or not.
  49866. */
  49867. /**
  49868. * Sets wether tonemapping is enabled or not
  49869. */
  49870. cameraToneMappingEnabled: boolean;
  49871. /**
  49872. * The camera exposure used on this material.
  49873. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49874. * This corresponds to a photographic exposure.
  49875. */
  49876. /**
  49877. * The camera exposure used on this material.
  49878. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49879. * This corresponds to a photographic exposure.
  49880. */
  49881. cameraExposure: number;
  49882. /**
  49883. * Gets The camera contrast used on this material.
  49884. */
  49885. /**
  49886. * Sets The camera contrast used on this material.
  49887. */
  49888. cameraContrast: number;
  49889. /**
  49890. * Gets the Color Grading 2D Lookup Texture.
  49891. */
  49892. /**
  49893. * Sets the Color Grading 2D Lookup Texture.
  49894. */
  49895. cameraColorGradingTexture: Nullable<BaseTexture>;
  49896. /**
  49897. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49898. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49899. * 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;
  49900. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49901. */
  49902. /**
  49903. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49904. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49905. * 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;
  49906. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49907. */
  49908. cameraColorCurves: Nullable<ColorCurves>;
  49909. /**
  49910. * Instantiates a new PBRMaterial instance.
  49911. *
  49912. * @param name The material name
  49913. * @param scene The scene the material will be use in.
  49914. */
  49915. constructor(name: string, scene: Scene);
  49916. /**
  49917. * Returns the name of this material class.
  49918. */
  49919. getClassName(): string;
  49920. /**
  49921. * Makes a duplicate of the current material.
  49922. * @param name - name to use for the new material.
  49923. */
  49924. clone(name: string): PBRMaterial;
  49925. /**
  49926. * Serializes this PBR Material.
  49927. * @returns - An object with the serialized material.
  49928. */
  49929. serialize(): any;
  49930. /**
  49931. * Parses a PBR Material from a serialized object.
  49932. * @param source - Serialized object.
  49933. * @param scene - BJS scene instance.
  49934. * @param rootUrl - url for the scene object
  49935. * @returns - PBRMaterial
  49936. */
  49937. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49938. }
  49939. }
  49940. declare module "babylonjs/Misc/dds" {
  49941. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49942. import { Engine } from "babylonjs/Engines/engine";
  49943. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49944. import { Nullable } from "babylonjs/types";
  49945. import { Scene } from "babylonjs/scene";
  49946. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49947. /**
  49948. * Direct draw surface info
  49949. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49950. */
  49951. export interface DDSInfo {
  49952. /**
  49953. * Width of the texture
  49954. */
  49955. width: number;
  49956. /**
  49957. * Width of the texture
  49958. */
  49959. height: number;
  49960. /**
  49961. * Number of Mipmaps for the texture
  49962. * @see https://en.wikipedia.org/wiki/Mipmap
  49963. */
  49964. mipmapCount: number;
  49965. /**
  49966. * If the textures format is a known fourCC format
  49967. * @see https://www.fourcc.org/
  49968. */
  49969. isFourCC: boolean;
  49970. /**
  49971. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49972. */
  49973. isRGB: boolean;
  49974. /**
  49975. * If the texture is a lumincance format
  49976. */
  49977. isLuminance: boolean;
  49978. /**
  49979. * If this is a cube texture
  49980. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49981. */
  49982. isCube: boolean;
  49983. /**
  49984. * If the texture is a compressed format eg. FOURCC_DXT1
  49985. */
  49986. isCompressed: boolean;
  49987. /**
  49988. * The dxgiFormat of the texture
  49989. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49990. */
  49991. dxgiFormat: number;
  49992. /**
  49993. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49994. */
  49995. textureType: number;
  49996. /**
  49997. * Sphericle polynomial created for the dds texture
  49998. */
  49999. sphericalPolynomial?: SphericalPolynomial;
  50000. }
  50001. /**
  50002. * Class used to provide DDS decompression tools
  50003. */
  50004. export class DDSTools {
  50005. /**
  50006. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50007. */
  50008. static StoreLODInAlphaChannel: boolean;
  50009. /**
  50010. * Gets DDS information from an array buffer
  50011. * @param arrayBuffer defines the array buffer to read data from
  50012. * @returns the DDS information
  50013. */
  50014. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50015. private static _FloatView;
  50016. private static _Int32View;
  50017. private static _ToHalfFloat;
  50018. private static _FromHalfFloat;
  50019. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50020. private static _GetHalfFloatRGBAArrayBuffer;
  50021. private static _GetFloatRGBAArrayBuffer;
  50022. private static _GetFloatAsUIntRGBAArrayBuffer;
  50023. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50024. private static _GetRGBAArrayBuffer;
  50025. private static _ExtractLongWordOrder;
  50026. private static _GetRGBArrayBuffer;
  50027. private static _GetLuminanceArrayBuffer;
  50028. /**
  50029. * Uploads DDS Levels to a Babylon Texture
  50030. * @hidden
  50031. */
  50032. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50033. }
  50034. module "babylonjs/Engines/engine" {
  50035. interface Engine {
  50036. /**
  50037. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50038. * @param rootUrl defines the url where the file to load is located
  50039. * @param scene defines the current scene
  50040. * @param lodScale defines scale to apply to the mip map selection
  50041. * @param lodOffset defines offset to apply to the mip map selection
  50042. * @param onLoad defines an optional callback raised when the texture is loaded
  50043. * @param onError defines an optional callback raised if there is an issue to load the texture
  50044. * @param format defines the format of the data
  50045. * @param forcedExtension defines the extension to use to pick the right loader
  50046. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50047. * @returns the cube texture as an InternalTexture
  50048. */
  50049. 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;
  50050. }
  50051. }
  50052. }
  50053. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50054. import { Nullable } from "babylonjs/types";
  50055. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50056. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50057. /**
  50058. * Implementation of the DDS Texture Loader.
  50059. * @hidden
  50060. */
  50061. export class _DDSTextureLoader implements IInternalTextureLoader {
  50062. /**
  50063. * Defines wether the loader supports cascade loading the different faces.
  50064. */
  50065. readonly supportCascades: boolean;
  50066. /**
  50067. * This returns if the loader support the current file information.
  50068. * @param extension defines the file extension of the file being loaded
  50069. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50070. * @param fallback defines the fallback internal texture if any
  50071. * @param isBase64 defines whether the texture is encoded as a base64
  50072. * @param isBuffer defines whether the texture data are stored as a buffer
  50073. * @returns true if the loader can load the specified file
  50074. */
  50075. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50076. /**
  50077. * Transform the url before loading if required.
  50078. * @param rootUrl the url of the texture
  50079. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50080. * @returns the transformed texture
  50081. */
  50082. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50083. /**
  50084. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50085. * @param rootUrl the url of the texture
  50086. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50087. * @returns the fallback texture
  50088. */
  50089. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50090. /**
  50091. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50092. * @param data contains the texture data
  50093. * @param texture defines the BabylonJS internal texture
  50094. * @param createPolynomials will be true if polynomials have been requested
  50095. * @param onLoad defines the callback to trigger once the texture is ready
  50096. * @param onError defines the callback to trigger in case of error
  50097. */
  50098. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50099. /**
  50100. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50101. * @param data contains the texture data
  50102. * @param texture defines the BabylonJS internal texture
  50103. * @param callback defines the method to call once ready to upload
  50104. */
  50105. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50106. }
  50107. }
  50108. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50109. import { Nullable } from "babylonjs/types";
  50110. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50111. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50112. /**
  50113. * Implementation of the ENV Texture Loader.
  50114. * @hidden
  50115. */
  50116. export class _ENVTextureLoader implements IInternalTextureLoader {
  50117. /**
  50118. * Defines wether the loader supports cascade loading the different faces.
  50119. */
  50120. readonly supportCascades: boolean;
  50121. /**
  50122. * This returns if the loader support the current file information.
  50123. * @param extension defines the file extension of the file being loaded
  50124. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50125. * @param fallback defines the fallback internal texture if any
  50126. * @param isBase64 defines whether the texture is encoded as a base64
  50127. * @param isBuffer defines whether the texture data are stored as a buffer
  50128. * @returns true if the loader can load the specified file
  50129. */
  50130. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50131. /**
  50132. * Transform the url before loading if required.
  50133. * @param rootUrl the url of the texture
  50134. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50135. * @returns the transformed texture
  50136. */
  50137. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50138. /**
  50139. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50140. * @param rootUrl the url of the texture
  50141. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50142. * @returns the fallback texture
  50143. */
  50144. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50145. /**
  50146. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50147. * @param data contains the texture data
  50148. * @param texture defines the BabylonJS internal texture
  50149. * @param createPolynomials will be true if polynomials have been requested
  50150. * @param onLoad defines the callback to trigger once the texture is ready
  50151. * @param onError defines the callback to trigger in case of error
  50152. */
  50153. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50154. /**
  50155. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50156. * @param data contains the texture data
  50157. * @param texture defines the BabylonJS internal texture
  50158. * @param callback defines the method to call once ready to upload
  50159. */
  50160. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50161. }
  50162. }
  50163. declare module "babylonjs/Misc/khronosTextureContainer" {
  50164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50165. /**
  50166. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50167. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50168. */
  50169. export class KhronosTextureContainer {
  50170. /** contents of the KTX container file */
  50171. arrayBuffer: any;
  50172. private static HEADER_LEN;
  50173. private static COMPRESSED_2D;
  50174. private static COMPRESSED_3D;
  50175. private static TEX_2D;
  50176. private static TEX_3D;
  50177. /**
  50178. * Gets the openGL type
  50179. */
  50180. glType: number;
  50181. /**
  50182. * Gets the openGL type size
  50183. */
  50184. glTypeSize: number;
  50185. /**
  50186. * Gets the openGL format
  50187. */
  50188. glFormat: number;
  50189. /**
  50190. * Gets the openGL internal format
  50191. */
  50192. glInternalFormat: number;
  50193. /**
  50194. * Gets the base internal format
  50195. */
  50196. glBaseInternalFormat: number;
  50197. /**
  50198. * Gets image width in pixel
  50199. */
  50200. pixelWidth: number;
  50201. /**
  50202. * Gets image height in pixel
  50203. */
  50204. pixelHeight: number;
  50205. /**
  50206. * Gets image depth in pixels
  50207. */
  50208. pixelDepth: number;
  50209. /**
  50210. * Gets the number of array elements
  50211. */
  50212. numberOfArrayElements: number;
  50213. /**
  50214. * Gets the number of faces
  50215. */
  50216. numberOfFaces: number;
  50217. /**
  50218. * Gets the number of mipmap levels
  50219. */
  50220. numberOfMipmapLevels: number;
  50221. /**
  50222. * Gets the bytes of key value data
  50223. */
  50224. bytesOfKeyValueData: number;
  50225. /**
  50226. * Gets the load type
  50227. */
  50228. loadType: number;
  50229. /**
  50230. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50231. */
  50232. isInvalid: boolean;
  50233. /**
  50234. * Creates a new KhronosTextureContainer
  50235. * @param arrayBuffer contents of the KTX container file
  50236. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50237. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50238. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50239. */
  50240. constructor(
  50241. /** contents of the KTX container file */
  50242. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50243. /**
  50244. * Uploads KTX content to a Babylon Texture.
  50245. * It is assumed that the texture has already been created & is currently bound
  50246. * @hidden
  50247. */
  50248. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50249. private _upload2DCompressedLevels;
  50250. }
  50251. }
  50252. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50253. import { Nullable } from "babylonjs/types";
  50254. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50255. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50256. /**
  50257. * Implementation of the KTX Texture Loader.
  50258. * @hidden
  50259. */
  50260. export class _KTXTextureLoader implements IInternalTextureLoader {
  50261. /**
  50262. * Defines wether the loader supports cascade loading the different faces.
  50263. */
  50264. readonly supportCascades: boolean;
  50265. /**
  50266. * This returns if the loader support the current file information.
  50267. * @param extension defines the file extension of the file being loaded
  50268. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50269. * @param fallback defines the fallback internal texture if any
  50270. * @param isBase64 defines whether the texture is encoded as a base64
  50271. * @param isBuffer defines whether the texture data are stored as a buffer
  50272. * @returns true if the loader can load the specified file
  50273. */
  50274. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50275. /**
  50276. * Transform the url before loading if required.
  50277. * @param rootUrl the url of the texture
  50278. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50279. * @returns the transformed texture
  50280. */
  50281. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50282. /**
  50283. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50284. * @param rootUrl the url of the texture
  50285. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50286. * @returns the fallback texture
  50287. */
  50288. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50289. /**
  50290. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50291. * @param data contains the texture data
  50292. * @param texture defines the BabylonJS internal texture
  50293. * @param createPolynomials will be true if polynomials have been requested
  50294. * @param onLoad defines the callback to trigger once the texture is ready
  50295. * @param onError defines the callback to trigger in case of error
  50296. */
  50297. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50298. /**
  50299. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50300. * @param data contains the texture data
  50301. * @param texture defines the BabylonJS internal texture
  50302. * @param callback defines the method to call once ready to upload
  50303. */
  50304. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50305. }
  50306. }
  50307. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50308. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50309. import { Scene } from "babylonjs/scene";
  50310. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50311. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50312. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50313. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50314. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50315. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50316. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50317. /**
  50318. * Options for the default xr helper
  50319. */
  50320. export class WebXRDefaultExperienceOptions {
  50321. /**
  50322. * Floor meshes that should be used for teleporting
  50323. */
  50324. floorMeshes: Array<AbstractMesh>;
  50325. }
  50326. /**
  50327. * Default experience which provides a similar setup to the previous webVRExperience
  50328. */
  50329. export class WebXRDefaultExperience {
  50330. /**
  50331. * Base experience
  50332. */
  50333. baseExperience: WebXRExperienceHelper;
  50334. /**
  50335. * Input experience extension
  50336. */
  50337. input: WebXRInput;
  50338. /**
  50339. * Loads the controller models
  50340. */
  50341. controllerModelLoader: WebXRControllerModelLoader;
  50342. /**
  50343. * Enables laser pointer and selection
  50344. */
  50345. pointerSelection: WebXRControllerPointerSelection;
  50346. /**
  50347. * Enables teleportation
  50348. */
  50349. teleportation: WebXRControllerTeleportation;
  50350. /**
  50351. * Enables ui for enetering/exiting xr
  50352. */
  50353. enterExitUI: WebXREnterExitUI;
  50354. /**
  50355. * Default output canvas xr should render to
  50356. */
  50357. outputCanvas: WebXRManagedOutputCanvas;
  50358. /**
  50359. * Creates the default xr experience
  50360. * @param scene scene
  50361. * @param options options for basic configuration
  50362. * @returns resulting WebXRDefaultExperience
  50363. */
  50364. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50365. private constructor();
  50366. /**
  50367. * DIsposes of the experience helper
  50368. */
  50369. dispose(): void;
  50370. }
  50371. }
  50372. declare module "babylonjs/Helpers/sceneHelpers" {
  50373. import { Nullable } from "babylonjs/types";
  50374. import { Mesh } from "babylonjs/Meshes/mesh";
  50375. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50376. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50377. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50378. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50379. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50380. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50381. import "babylonjs/Meshes/Builders/boxBuilder";
  50382. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50383. /** @hidden */
  50384. export var _forceSceneHelpersToBundle: boolean;
  50385. module "babylonjs/scene" {
  50386. interface Scene {
  50387. /**
  50388. * Creates a default light for the scene.
  50389. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50390. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50391. */
  50392. createDefaultLight(replace?: boolean): void;
  50393. /**
  50394. * Creates a default camera for the scene.
  50395. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50396. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50397. * @param replace has default false, when true replaces the active camera in the scene
  50398. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50399. */
  50400. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50401. /**
  50402. * Creates a default camera and a default light.
  50403. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50404. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50405. * @param replace has the default false, when true replaces the active camera/light in the scene
  50406. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50407. */
  50408. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50409. /**
  50410. * Creates a new sky box
  50411. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50412. * @param environmentTexture defines the texture to use as environment texture
  50413. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50414. * @param scale defines the overall scale of the skybox
  50415. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50416. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50417. * @returns a new mesh holding the sky box
  50418. */
  50419. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50420. /**
  50421. * Creates a new environment
  50422. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50423. * @param options defines the options you can use to configure the environment
  50424. * @returns the new EnvironmentHelper
  50425. */
  50426. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50427. /**
  50428. * Creates a new VREXperienceHelper
  50429. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50430. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50431. * @returns a new VREXperienceHelper
  50432. */
  50433. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50434. /**
  50435. * Creates a new WebXRDefaultExperience
  50436. * @see http://doc.babylonjs.com/how_to/webxr
  50437. * @param options experience options
  50438. * @returns a promise for a new WebXRDefaultExperience
  50439. */
  50440. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50441. }
  50442. }
  50443. }
  50444. declare module "babylonjs/Helpers/videoDome" {
  50445. import { Scene } from "babylonjs/scene";
  50446. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50447. import { Mesh } from "babylonjs/Meshes/mesh";
  50448. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50449. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50450. import "babylonjs/Meshes/Builders/sphereBuilder";
  50451. /**
  50452. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50453. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50454. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50455. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50456. */
  50457. export class VideoDome extends TransformNode {
  50458. /**
  50459. * Define the video source as a Monoscopic panoramic 360 video.
  50460. */
  50461. static readonly MODE_MONOSCOPIC: number;
  50462. /**
  50463. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50464. */
  50465. static readonly MODE_TOPBOTTOM: number;
  50466. /**
  50467. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50468. */
  50469. static readonly MODE_SIDEBYSIDE: number;
  50470. private _halfDome;
  50471. private _useDirectMapping;
  50472. /**
  50473. * The video texture being displayed on the sphere
  50474. */
  50475. protected _videoTexture: VideoTexture;
  50476. /**
  50477. * Gets the video texture being displayed on the sphere
  50478. */
  50479. readonly videoTexture: VideoTexture;
  50480. /**
  50481. * The skybox material
  50482. */
  50483. protected _material: BackgroundMaterial;
  50484. /**
  50485. * The surface used for the skybox
  50486. */
  50487. protected _mesh: Mesh;
  50488. /**
  50489. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50490. */
  50491. private _halfDomeMask;
  50492. /**
  50493. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50494. * Also see the options.resolution property.
  50495. */
  50496. fovMultiplier: number;
  50497. private _videoMode;
  50498. /**
  50499. * Gets or set the current video mode for the video. It can be:
  50500. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50501. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50502. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50503. */
  50504. videoMode: number;
  50505. /**
  50506. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50507. *
  50508. */
  50509. /**
  50510. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50511. */
  50512. halfDome: boolean;
  50513. /**
  50514. * Oberserver used in Stereoscopic VR Mode.
  50515. */
  50516. private _onBeforeCameraRenderObserver;
  50517. /**
  50518. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50519. * @param name Element's name, child elements will append suffixes for their own names.
  50520. * @param urlsOrVideo defines the url(s) or the video element to use
  50521. * @param options An object containing optional or exposed sub element properties
  50522. */
  50523. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50524. resolution?: number;
  50525. clickToPlay?: boolean;
  50526. autoPlay?: boolean;
  50527. loop?: boolean;
  50528. size?: number;
  50529. poster?: string;
  50530. faceForward?: boolean;
  50531. useDirectMapping?: boolean;
  50532. halfDomeMode?: boolean;
  50533. }, scene: Scene);
  50534. private _changeVideoMode;
  50535. /**
  50536. * Releases resources associated with this node.
  50537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50539. */
  50540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50541. }
  50542. }
  50543. declare module "babylonjs/Helpers/index" {
  50544. export * from "babylonjs/Helpers/environmentHelper";
  50545. export * from "babylonjs/Helpers/photoDome";
  50546. export * from "babylonjs/Helpers/sceneHelpers";
  50547. export * from "babylonjs/Helpers/videoDome";
  50548. }
  50549. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50550. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50551. import { IDisposable } from "babylonjs/scene";
  50552. import { Engine } from "babylonjs/Engines/engine";
  50553. /**
  50554. * This class can be used to get instrumentation data from a Babylon engine
  50555. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50556. */
  50557. export class EngineInstrumentation implements IDisposable {
  50558. /**
  50559. * Define the instrumented engine.
  50560. */
  50561. engine: Engine;
  50562. private _captureGPUFrameTime;
  50563. private _gpuFrameTimeToken;
  50564. private _gpuFrameTime;
  50565. private _captureShaderCompilationTime;
  50566. private _shaderCompilationTime;
  50567. private _onBeginFrameObserver;
  50568. private _onEndFrameObserver;
  50569. private _onBeforeShaderCompilationObserver;
  50570. private _onAfterShaderCompilationObserver;
  50571. /**
  50572. * Gets the perf counter used for GPU frame time
  50573. */
  50574. readonly gpuFrameTimeCounter: PerfCounter;
  50575. /**
  50576. * Gets the GPU frame time capture status
  50577. */
  50578. /**
  50579. * Enable or disable the GPU frame time capture
  50580. */
  50581. captureGPUFrameTime: boolean;
  50582. /**
  50583. * Gets the perf counter used for shader compilation time
  50584. */
  50585. readonly shaderCompilationTimeCounter: PerfCounter;
  50586. /**
  50587. * Gets the shader compilation time capture status
  50588. */
  50589. /**
  50590. * Enable or disable the shader compilation time capture
  50591. */
  50592. captureShaderCompilationTime: boolean;
  50593. /**
  50594. * Instantiates a new engine instrumentation.
  50595. * This class can be used to get instrumentation data from a Babylon engine
  50596. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50597. * @param engine Defines the engine to instrument
  50598. */
  50599. constructor(
  50600. /**
  50601. * Define the instrumented engine.
  50602. */
  50603. engine: Engine);
  50604. /**
  50605. * Dispose and release associated resources.
  50606. */
  50607. dispose(): void;
  50608. }
  50609. }
  50610. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50611. import { Scene, IDisposable } from "babylonjs/scene";
  50612. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50613. /**
  50614. * This class can be used to get instrumentation data from a Babylon engine
  50615. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50616. */
  50617. export class SceneInstrumentation implements IDisposable {
  50618. /**
  50619. * Defines the scene to instrument
  50620. */
  50621. scene: Scene;
  50622. private _captureActiveMeshesEvaluationTime;
  50623. private _activeMeshesEvaluationTime;
  50624. private _captureRenderTargetsRenderTime;
  50625. private _renderTargetsRenderTime;
  50626. private _captureFrameTime;
  50627. private _frameTime;
  50628. private _captureRenderTime;
  50629. private _renderTime;
  50630. private _captureInterFrameTime;
  50631. private _interFrameTime;
  50632. private _captureParticlesRenderTime;
  50633. private _particlesRenderTime;
  50634. private _captureSpritesRenderTime;
  50635. private _spritesRenderTime;
  50636. private _capturePhysicsTime;
  50637. private _physicsTime;
  50638. private _captureAnimationsTime;
  50639. private _animationsTime;
  50640. private _captureCameraRenderTime;
  50641. private _cameraRenderTime;
  50642. private _onBeforeActiveMeshesEvaluationObserver;
  50643. private _onAfterActiveMeshesEvaluationObserver;
  50644. private _onBeforeRenderTargetsRenderObserver;
  50645. private _onAfterRenderTargetsRenderObserver;
  50646. private _onAfterRenderObserver;
  50647. private _onBeforeDrawPhaseObserver;
  50648. private _onAfterDrawPhaseObserver;
  50649. private _onBeforeAnimationsObserver;
  50650. private _onBeforeParticlesRenderingObserver;
  50651. private _onAfterParticlesRenderingObserver;
  50652. private _onBeforeSpritesRenderingObserver;
  50653. private _onAfterSpritesRenderingObserver;
  50654. private _onBeforePhysicsObserver;
  50655. private _onAfterPhysicsObserver;
  50656. private _onAfterAnimationsObserver;
  50657. private _onBeforeCameraRenderObserver;
  50658. private _onAfterCameraRenderObserver;
  50659. /**
  50660. * Gets the perf counter used for active meshes evaluation time
  50661. */
  50662. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50663. /**
  50664. * Gets the active meshes evaluation time capture status
  50665. */
  50666. /**
  50667. * Enable or disable the active meshes evaluation time capture
  50668. */
  50669. captureActiveMeshesEvaluationTime: boolean;
  50670. /**
  50671. * Gets the perf counter used for render targets render time
  50672. */
  50673. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50674. /**
  50675. * Gets the render targets render time capture status
  50676. */
  50677. /**
  50678. * Enable or disable the render targets render time capture
  50679. */
  50680. captureRenderTargetsRenderTime: boolean;
  50681. /**
  50682. * Gets the perf counter used for particles render time
  50683. */
  50684. readonly particlesRenderTimeCounter: PerfCounter;
  50685. /**
  50686. * Gets the particles render time capture status
  50687. */
  50688. /**
  50689. * Enable or disable the particles render time capture
  50690. */
  50691. captureParticlesRenderTime: boolean;
  50692. /**
  50693. * Gets the perf counter used for sprites render time
  50694. */
  50695. readonly spritesRenderTimeCounter: PerfCounter;
  50696. /**
  50697. * Gets the sprites render time capture status
  50698. */
  50699. /**
  50700. * Enable or disable the sprites render time capture
  50701. */
  50702. captureSpritesRenderTime: boolean;
  50703. /**
  50704. * Gets the perf counter used for physics time
  50705. */
  50706. readonly physicsTimeCounter: PerfCounter;
  50707. /**
  50708. * Gets the physics time capture status
  50709. */
  50710. /**
  50711. * Enable or disable the physics time capture
  50712. */
  50713. capturePhysicsTime: boolean;
  50714. /**
  50715. * Gets the perf counter used for animations time
  50716. */
  50717. readonly animationsTimeCounter: PerfCounter;
  50718. /**
  50719. * Gets the animations time capture status
  50720. */
  50721. /**
  50722. * Enable or disable the animations time capture
  50723. */
  50724. captureAnimationsTime: boolean;
  50725. /**
  50726. * Gets the perf counter used for frame time capture
  50727. */
  50728. readonly frameTimeCounter: PerfCounter;
  50729. /**
  50730. * Gets the frame time capture status
  50731. */
  50732. /**
  50733. * Enable or disable the frame time capture
  50734. */
  50735. captureFrameTime: boolean;
  50736. /**
  50737. * Gets the perf counter used for inter-frames time capture
  50738. */
  50739. readonly interFrameTimeCounter: PerfCounter;
  50740. /**
  50741. * Gets the inter-frames time capture status
  50742. */
  50743. /**
  50744. * Enable or disable the inter-frames time capture
  50745. */
  50746. captureInterFrameTime: boolean;
  50747. /**
  50748. * Gets the perf counter used for render time capture
  50749. */
  50750. readonly renderTimeCounter: PerfCounter;
  50751. /**
  50752. * Gets the render time capture status
  50753. */
  50754. /**
  50755. * Enable or disable the render time capture
  50756. */
  50757. captureRenderTime: boolean;
  50758. /**
  50759. * Gets the perf counter used for camera render time capture
  50760. */
  50761. readonly cameraRenderTimeCounter: PerfCounter;
  50762. /**
  50763. * Gets the camera render time capture status
  50764. */
  50765. /**
  50766. * Enable or disable the camera render time capture
  50767. */
  50768. captureCameraRenderTime: boolean;
  50769. /**
  50770. * Gets the perf counter used for draw calls
  50771. */
  50772. readonly drawCallsCounter: PerfCounter;
  50773. /**
  50774. * Instantiates a new scene instrumentation.
  50775. * This class can be used to get instrumentation data from a Babylon engine
  50776. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50777. * @param scene Defines the scene to instrument
  50778. */
  50779. constructor(
  50780. /**
  50781. * Defines the scene to instrument
  50782. */
  50783. scene: Scene);
  50784. /**
  50785. * Dispose and release associated resources.
  50786. */
  50787. dispose(): void;
  50788. }
  50789. }
  50790. declare module "babylonjs/Instrumentation/index" {
  50791. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50792. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50793. export * from "babylonjs/Instrumentation/timeToken";
  50794. }
  50795. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50796. /** @hidden */
  50797. export var glowMapGenerationPixelShader: {
  50798. name: string;
  50799. shader: string;
  50800. };
  50801. }
  50802. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50803. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50804. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50805. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50806. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50807. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50808. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50809. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50810. /** @hidden */
  50811. export var glowMapGenerationVertexShader: {
  50812. name: string;
  50813. shader: string;
  50814. };
  50815. }
  50816. declare module "babylonjs/Layers/effectLayer" {
  50817. import { Observable } from "babylonjs/Misc/observable";
  50818. import { Nullable } from "babylonjs/types";
  50819. import { Camera } from "babylonjs/Cameras/camera";
  50820. import { Scene } from "babylonjs/scene";
  50821. import { ISize } from "babylonjs/Maths/math.size";
  50822. import { Color4 } from "babylonjs/Maths/math.color";
  50823. import { Engine } from "babylonjs/Engines/engine";
  50824. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50825. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50826. import { Mesh } from "babylonjs/Meshes/mesh";
  50827. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50828. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50829. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50830. import { Effect } from "babylonjs/Materials/effect";
  50831. import { Material } from "babylonjs/Materials/material";
  50832. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50833. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50834. /**
  50835. * Effect layer options. This helps customizing the behaviour
  50836. * of the effect layer.
  50837. */
  50838. export interface IEffectLayerOptions {
  50839. /**
  50840. * Multiplication factor apply to the canvas size to compute the render target size
  50841. * used to generated the objects (the smaller the faster).
  50842. */
  50843. mainTextureRatio: number;
  50844. /**
  50845. * Enforces a fixed size texture to ensure effect stability across devices.
  50846. */
  50847. mainTextureFixedSize?: number;
  50848. /**
  50849. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50850. */
  50851. alphaBlendingMode: number;
  50852. /**
  50853. * The camera attached to the layer.
  50854. */
  50855. camera: Nullable<Camera>;
  50856. /**
  50857. * The rendering group to draw the layer in.
  50858. */
  50859. renderingGroupId: number;
  50860. }
  50861. /**
  50862. * The effect layer Helps adding post process effect blended with the main pass.
  50863. *
  50864. * This can be for instance use to generate glow or higlight effects on the scene.
  50865. *
  50866. * The effect layer class can not be used directly and is intented to inherited from to be
  50867. * customized per effects.
  50868. */
  50869. export abstract class EffectLayer {
  50870. private _vertexBuffers;
  50871. private _indexBuffer;
  50872. private _cachedDefines;
  50873. private _effectLayerMapGenerationEffect;
  50874. private _effectLayerOptions;
  50875. private _mergeEffect;
  50876. protected _scene: Scene;
  50877. protected _engine: Engine;
  50878. protected _maxSize: number;
  50879. protected _mainTextureDesiredSize: ISize;
  50880. protected _mainTexture: RenderTargetTexture;
  50881. protected _shouldRender: boolean;
  50882. protected _postProcesses: PostProcess[];
  50883. protected _textures: BaseTexture[];
  50884. protected _emissiveTextureAndColor: {
  50885. texture: Nullable<BaseTexture>;
  50886. color: Color4;
  50887. };
  50888. /**
  50889. * The name of the layer
  50890. */
  50891. name: string;
  50892. /**
  50893. * The clear color of the texture used to generate the glow map.
  50894. */
  50895. neutralColor: Color4;
  50896. /**
  50897. * Specifies wether the highlight layer is enabled or not.
  50898. */
  50899. isEnabled: boolean;
  50900. /**
  50901. * Gets the camera attached to the layer.
  50902. */
  50903. readonly camera: Nullable<Camera>;
  50904. /**
  50905. * Gets the rendering group id the layer should render in.
  50906. */
  50907. renderingGroupId: number;
  50908. /**
  50909. * An event triggered when the effect layer has been disposed.
  50910. */
  50911. onDisposeObservable: Observable<EffectLayer>;
  50912. /**
  50913. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50914. */
  50915. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50916. /**
  50917. * An event triggered when the generated texture is being merged in the scene.
  50918. */
  50919. onBeforeComposeObservable: Observable<EffectLayer>;
  50920. /**
  50921. * An event triggered when the generated texture has been merged in the scene.
  50922. */
  50923. onAfterComposeObservable: Observable<EffectLayer>;
  50924. /**
  50925. * An event triggered when the efffect layer changes its size.
  50926. */
  50927. onSizeChangedObservable: Observable<EffectLayer>;
  50928. /** @hidden */
  50929. static _SceneComponentInitialization: (scene: Scene) => void;
  50930. /**
  50931. * Instantiates a new effect Layer and references it in the scene.
  50932. * @param name The name of the layer
  50933. * @param scene The scene to use the layer in
  50934. */
  50935. constructor(
  50936. /** The Friendly of the effect in the scene */
  50937. name: string, scene: Scene);
  50938. /**
  50939. * Get the effect name of the layer.
  50940. * @return The effect name
  50941. */
  50942. abstract getEffectName(): string;
  50943. /**
  50944. * Checks for the readiness of the element composing the layer.
  50945. * @param subMesh the mesh to check for
  50946. * @param useInstances specify wether or not to use instances to render the mesh
  50947. * @return true if ready otherwise, false
  50948. */
  50949. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50950. /**
  50951. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50952. * @returns true if the effect requires stencil during the main canvas render pass.
  50953. */
  50954. abstract needStencil(): boolean;
  50955. /**
  50956. * Create the merge effect. This is the shader use to blit the information back
  50957. * to the main canvas at the end of the scene rendering.
  50958. * @returns The effect containing the shader used to merge the effect on the main canvas
  50959. */
  50960. protected abstract _createMergeEffect(): Effect;
  50961. /**
  50962. * Creates the render target textures and post processes used in the effect layer.
  50963. */
  50964. protected abstract _createTextureAndPostProcesses(): void;
  50965. /**
  50966. * Implementation specific of rendering the generating effect on the main canvas.
  50967. * @param effect The effect used to render through
  50968. */
  50969. protected abstract _internalRender(effect: Effect): void;
  50970. /**
  50971. * Sets the required values for both the emissive texture and and the main color.
  50972. */
  50973. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50974. /**
  50975. * Free any resources and references associated to a mesh.
  50976. * Internal use
  50977. * @param mesh The mesh to free.
  50978. */
  50979. abstract _disposeMesh(mesh: Mesh): void;
  50980. /**
  50981. * Serializes this layer (Glow or Highlight for example)
  50982. * @returns a serialized layer object
  50983. */
  50984. abstract serialize?(): any;
  50985. /**
  50986. * Initializes the effect layer with the required options.
  50987. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50988. */
  50989. protected _init(options: Partial<IEffectLayerOptions>): void;
  50990. /**
  50991. * Generates the index buffer of the full screen quad blending to the main canvas.
  50992. */
  50993. private _generateIndexBuffer;
  50994. /**
  50995. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50996. */
  50997. private _generateVertexBuffer;
  50998. /**
  50999. * Sets the main texture desired size which is the closest power of two
  51000. * of the engine canvas size.
  51001. */
  51002. private _setMainTextureSize;
  51003. /**
  51004. * Creates the main texture for the effect layer.
  51005. */
  51006. protected _createMainTexture(): void;
  51007. /**
  51008. * Adds specific effects defines.
  51009. * @param defines The defines to add specifics to.
  51010. */
  51011. protected _addCustomEffectDefines(defines: string[]): void;
  51012. /**
  51013. * Checks for the readiness of the element composing the layer.
  51014. * @param subMesh the mesh to check for
  51015. * @param useInstances specify wether or not to use instances to render the mesh
  51016. * @param emissiveTexture the associated emissive texture used to generate the glow
  51017. * @return true if ready otherwise, false
  51018. */
  51019. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51020. /**
  51021. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51022. */
  51023. render(): void;
  51024. /**
  51025. * Determine if a given mesh will be used in the current effect.
  51026. * @param mesh mesh to test
  51027. * @returns true if the mesh will be used
  51028. */
  51029. hasMesh(mesh: AbstractMesh): boolean;
  51030. /**
  51031. * Returns true if the layer contains information to display, otherwise false.
  51032. * @returns true if the glow layer should be rendered
  51033. */
  51034. shouldRender(): boolean;
  51035. /**
  51036. * Returns true if the mesh should render, otherwise false.
  51037. * @param mesh The mesh to render
  51038. * @returns true if it should render otherwise false
  51039. */
  51040. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51041. /**
  51042. * Returns true if the mesh can be rendered, otherwise false.
  51043. * @param mesh The mesh to render
  51044. * @param material The material used on the mesh
  51045. * @returns true if it can be rendered otherwise false
  51046. */
  51047. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51048. /**
  51049. * Returns true if the mesh should render, otherwise false.
  51050. * @param mesh The mesh to render
  51051. * @returns true if it should render otherwise false
  51052. */
  51053. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51054. /**
  51055. * Renders the submesh passed in parameter to the generation map.
  51056. */
  51057. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51058. /**
  51059. * Rebuild the required buffers.
  51060. * @hidden Internal use only.
  51061. */
  51062. _rebuild(): void;
  51063. /**
  51064. * Dispose only the render target textures and post process.
  51065. */
  51066. private _disposeTextureAndPostProcesses;
  51067. /**
  51068. * Dispose the highlight layer and free resources.
  51069. */
  51070. dispose(): void;
  51071. /**
  51072. * Gets the class name of the effect layer
  51073. * @returns the string with the class name of the effect layer
  51074. */
  51075. getClassName(): string;
  51076. /**
  51077. * Creates an effect layer from parsed effect layer data
  51078. * @param parsedEffectLayer defines effect layer data
  51079. * @param scene defines the current scene
  51080. * @param rootUrl defines the root URL containing the effect layer information
  51081. * @returns a parsed effect Layer
  51082. */
  51083. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51084. }
  51085. }
  51086. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51087. import { Scene } from "babylonjs/scene";
  51088. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51089. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51090. import { AbstractScene } from "babylonjs/abstractScene";
  51091. module "babylonjs/abstractScene" {
  51092. interface AbstractScene {
  51093. /**
  51094. * The list of effect layers (highlights/glow) added to the scene
  51095. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51096. * @see http://doc.babylonjs.com/how_to/glow_layer
  51097. */
  51098. effectLayers: Array<EffectLayer>;
  51099. /**
  51100. * Removes the given effect layer from this scene.
  51101. * @param toRemove defines the effect layer to remove
  51102. * @returns the index of the removed effect layer
  51103. */
  51104. removeEffectLayer(toRemove: EffectLayer): number;
  51105. /**
  51106. * Adds the given effect layer to this scene
  51107. * @param newEffectLayer defines the effect layer to add
  51108. */
  51109. addEffectLayer(newEffectLayer: EffectLayer): void;
  51110. }
  51111. }
  51112. /**
  51113. * Defines the layer scene component responsible to manage any effect layers
  51114. * in a given scene.
  51115. */
  51116. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51117. /**
  51118. * The component name helpfull to identify the component in the list of scene components.
  51119. */
  51120. readonly name: string;
  51121. /**
  51122. * The scene the component belongs to.
  51123. */
  51124. scene: Scene;
  51125. private _engine;
  51126. private _renderEffects;
  51127. private _needStencil;
  51128. private _previousStencilState;
  51129. /**
  51130. * Creates a new instance of the component for the given scene
  51131. * @param scene Defines the scene to register the component in
  51132. */
  51133. constructor(scene: Scene);
  51134. /**
  51135. * Registers the component in a given scene
  51136. */
  51137. register(): void;
  51138. /**
  51139. * Rebuilds the elements related to this component in case of
  51140. * context lost for instance.
  51141. */
  51142. rebuild(): void;
  51143. /**
  51144. * Serializes the component data to the specified json object
  51145. * @param serializationObject The object to serialize to
  51146. */
  51147. serialize(serializationObject: any): void;
  51148. /**
  51149. * Adds all the elements from the container to the scene
  51150. * @param container the container holding the elements
  51151. */
  51152. addFromContainer(container: AbstractScene): void;
  51153. /**
  51154. * Removes all the elements in the container from the scene
  51155. * @param container contains the elements to remove
  51156. * @param dispose if the removed element should be disposed (default: false)
  51157. */
  51158. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51159. /**
  51160. * Disposes the component and the associated ressources.
  51161. */
  51162. dispose(): void;
  51163. private _isReadyForMesh;
  51164. private _renderMainTexture;
  51165. private _setStencil;
  51166. private _setStencilBack;
  51167. private _draw;
  51168. private _drawCamera;
  51169. private _drawRenderingGroup;
  51170. }
  51171. }
  51172. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51173. /** @hidden */
  51174. export var glowMapMergePixelShader: {
  51175. name: string;
  51176. shader: string;
  51177. };
  51178. }
  51179. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51180. /** @hidden */
  51181. export var glowMapMergeVertexShader: {
  51182. name: string;
  51183. shader: string;
  51184. };
  51185. }
  51186. declare module "babylonjs/Layers/glowLayer" {
  51187. import { Nullable } from "babylonjs/types";
  51188. import { Camera } from "babylonjs/Cameras/camera";
  51189. import { Scene } from "babylonjs/scene";
  51190. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51192. import { Mesh } from "babylonjs/Meshes/mesh";
  51193. import { Texture } from "babylonjs/Materials/Textures/texture";
  51194. import { Effect } from "babylonjs/Materials/effect";
  51195. import { Material } from "babylonjs/Materials/material";
  51196. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51197. import { Color4 } from "babylonjs/Maths/math.color";
  51198. import "babylonjs/Shaders/glowMapMerge.fragment";
  51199. import "babylonjs/Shaders/glowMapMerge.vertex";
  51200. import "babylonjs/Layers/effectLayerSceneComponent";
  51201. module "babylonjs/abstractScene" {
  51202. interface AbstractScene {
  51203. /**
  51204. * Return a the first highlight layer of the scene with a given name.
  51205. * @param name The name of the highlight layer to look for.
  51206. * @return The highlight layer if found otherwise null.
  51207. */
  51208. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51209. }
  51210. }
  51211. /**
  51212. * Glow layer options. This helps customizing the behaviour
  51213. * of the glow layer.
  51214. */
  51215. export interface IGlowLayerOptions {
  51216. /**
  51217. * Multiplication factor apply to the canvas size to compute the render target size
  51218. * used to generated the glowing objects (the smaller the faster).
  51219. */
  51220. mainTextureRatio: number;
  51221. /**
  51222. * Enforces a fixed size texture to ensure resize independant blur.
  51223. */
  51224. mainTextureFixedSize?: number;
  51225. /**
  51226. * How big is the kernel of the blur texture.
  51227. */
  51228. blurKernelSize: number;
  51229. /**
  51230. * The camera attached to the layer.
  51231. */
  51232. camera: Nullable<Camera>;
  51233. /**
  51234. * Enable MSAA by chosing the number of samples.
  51235. */
  51236. mainTextureSamples?: number;
  51237. /**
  51238. * The rendering group to draw the layer in.
  51239. */
  51240. renderingGroupId: number;
  51241. }
  51242. /**
  51243. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51244. *
  51245. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51246. * glowy meshes to your scene.
  51247. *
  51248. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51249. */
  51250. export class GlowLayer extends EffectLayer {
  51251. /**
  51252. * Effect Name of the layer.
  51253. */
  51254. static readonly EffectName: string;
  51255. /**
  51256. * The default blur kernel size used for the glow.
  51257. */
  51258. static DefaultBlurKernelSize: number;
  51259. /**
  51260. * The default texture size ratio used for the glow.
  51261. */
  51262. static DefaultTextureRatio: number;
  51263. /**
  51264. * Sets the kernel size of the blur.
  51265. */
  51266. /**
  51267. * Gets the kernel size of the blur.
  51268. */
  51269. blurKernelSize: number;
  51270. /**
  51271. * Sets the glow intensity.
  51272. */
  51273. /**
  51274. * Gets the glow intensity.
  51275. */
  51276. intensity: number;
  51277. private _options;
  51278. private _intensity;
  51279. private _horizontalBlurPostprocess1;
  51280. private _verticalBlurPostprocess1;
  51281. private _horizontalBlurPostprocess2;
  51282. private _verticalBlurPostprocess2;
  51283. private _blurTexture1;
  51284. private _blurTexture2;
  51285. private _postProcesses1;
  51286. private _postProcesses2;
  51287. private _includedOnlyMeshes;
  51288. private _excludedMeshes;
  51289. /**
  51290. * Callback used to let the user override the color selection on a per mesh basis
  51291. */
  51292. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51293. /**
  51294. * Callback used to let the user override the texture selection on a per mesh basis
  51295. */
  51296. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51297. /**
  51298. * Instantiates a new glow Layer and references it to the scene.
  51299. * @param name The name of the layer
  51300. * @param scene The scene to use the layer in
  51301. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51302. */
  51303. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51304. /**
  51305. * Get the effect name of the layer.
  51306. * @return The effect name
  51307. */
  51308. getEffectName(): string;
  51309. /**
  51310. * Create the merge effect. This is the shader use to blit the information back
  51311. * to the main canvas at the end of the scene rendering.
  51312. */
  51313. protected _createMergeEffect(): Effect;
  51314. /**
  51315. * Creates the render target textures and post processes used in the glow layer.
  51316. */
  51317. protected _createTextureAndPostProcesses(): void;
  51318. /**
  51319. * Checks for the readiness of the element composing the layer.
  51320. * @param subMesh the mesh to check for
  51321. * @param useInstances specify wether or not to use instances to render the mesh
  51322. * @param emissiveTexture the associated emissive texture used to generate the glow
  51323. * @return true if ready otherwise, false
  51324. */
  51325. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51326. /**
  51327. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51328. */
  51329. needStencil(): boolean;
  51330. /**
  51331. * Returns true if the mesh can be rendered, otherwise false.
  51332. * @param mesh The mesh to render
  51333. * @param material The material used on the mesh
  51334. * @returns true if it can be rendered otherwise false
  51335. */
  51336. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51337. /**
  51338. * Implementation specific of rendering the generating effect on the main canvas.
  51339. * @param effect The effect used to render through
  51340. */
  51341. protected _internalRender(effect: Effect): void;
  51342. /**
  51343. * Sets the required values for both the emissive texture and and the main color.
  51344. */
  51345. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51346. /**
  51347. * Returns true if the mesh should render, otherwise false.
  51348. * @param mesh The mesh to render
  51349. * @returns true if it should render otherwise false
  51350. */
  51351. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51352. /**
  51353. * Adds specific effects defines.
  51354. * @param defines The defines to add specifics to.
  51355. */
  51356. protected _addCustomEffectDefines(defines: string[]): void;
  51357. /**
  51358. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51359. * @param mesh The mesh to exclude from the glow layer
  51360. */
  51361. addExcludedMesh(mesh: Mesh): void;
  51362. /**
  51363. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51364. * @param mesh The mesh to remove
  51365. */
  51366. removeExcludedMesh(mesh: Mesh): void;
  51367. /**
  51368. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51369. * @param mesh The mesh to include in the glow layer
  51370. */
  51371. addIncludedOnlyMesh(mesh: Mesh): void;
  51372. /**
  51373. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51374. * @param mesh The mesh to remove
  51375. */
  51376. removeIncludedOnlyMesh(mesh: Mesh): void;
  51377. /**
  51378. * Determine if a given mesh will be used in the glow layer
  51379. * @param mesh The mesh to test
  51380. * @returns true if the mesh will be highlighted by the current glow layer
  51381. */
  51382. hasMesh(mesh: AbstractMesh): boolean;
  51383. /**
  51384. * Free any resources and references associated to a mesh.
  51385. * Internal use
  51386. * @param mesh The mesh to free.
  51387. * @hidden
  51388. */
  51389. _disposeMesh(mesh: Mesh): void;
  51390. /**
  51391. * Gets the class name of the effect layer
  51392. * @returns the string with the class name of the effect layer
  51393. */
  51394. getClassName(): string;
  51395. /**
  51396. * Serializes this glow layer
  51397. * @returns a serialized glow layer object
  51398. */
  51399. serialize(): any;
  51400. /**
  51401. * Creates a Glow Layer from parsed glow layer data
  51402. * @param parsedGlowLayer defines glow layer data
  51403. * @param scene defines the current scene
  51404. * @param rootUrl defines the root URL containing the glow layer information
  51405. * @returns a parsed Glow Layer
  51406. */
  51407. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51408. }
  51409. }
  51410. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51411. /** @hidden */
  51412. export var glowBlurPostProcessPixelShader: {
  51413. name: string;
  51414. shader: string;
  51415. };
  51416. }
  51417. declare module "babylonjs/Layers/highlightLayer" {
  51418. import { Observable } from "babylonjs/Misc/observable";
  51419. import { Nullable } from "babylonjs/types";
  51420. import { Camera } from "babylonjs/Cameras/camera";
  51421. import { Scene } from "babylonjs/scene";
  51422. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51423. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51424. import { Mesh } from "babylonjs/Meshes/mesh";
  51425. import { Effect } from "babylonjs/Materials/effect";
  51426. import { Material } from "babylonjs/Materials/material";
  51427. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51428. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51429. import "babylonjs/Shaders/glowMapMerge.fragment";
  51430. import "babylonjs/Shaders/glowMapMerge.vertex";
  51431. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51432. module "babylonjs/abstractScene" {
  51433. interface AbstractScene {
  51434. /**
  51435. * Return a the first highlight layer of the scene with a given name.
  51436. * @param name The name of the highlight layer to look for.
  51437. * @return The highlight layer if found otherwise null.
  51438. */
  51439. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51440. }
  51441. }
  51442. /**
  51443. * Highlight layer options. This helps customizing the behaviour
  51444. * of the highlight layer.
  51445. */
  51446. export interface IHighlightLayerOptions {
  51447. /**
  51448. * Multiplication factor apply to the canvas size to compute the render target size
  51449. * used to generated the glowing objects (the smaller the faster).
  51450. */
  51451. mainTextureRatio: number;
  51452. /**
  51453. * Enforces a fixed size texture to ensure resize independant blur.
  51454. */
  51455. mainTextureFixedSize?: number;
  51456. /**
  51457. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51458. * of the picture to blur (the smaller the faster).
  51459. */
  51460. blurTextureSizeRatio: number;
  51461. /**
  51462. * How big in texel of the blur texture is the vertical blur.
  51463. */
  51464. blurVerticalSize: number;
  51465. /**
  51466. * How big in texel of the blur texture is the horizontal blur.
  51467. */
  51468. blurHorizontalSize: number;
  51469. /**
  51470. * Alpha blending mode used to apply the blur. Default is combine.
  51471. */
  51472. alphaBlendingMode: number;
  51473. /**
  51474. * The camera attached to the layer.
  51475. */
  51476. camera: Nullable<Camera>;
  51477. /**
  51478. * Should we display highlight as a solid stroke?
  51479. */
  51480. isStroke?: boolean;
  51481. /**
  51482. * The rendering group to draw the layer in.
  51483. */
  51484. renderingGroupId: number;
  51485. }
  51486. /**
  51487. * The highlight layer Helps adding a glow effect around a mesh.
  51488. *
  51489. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51490. * glowy meshes to your scene.
  51491. *
  51492. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51493. */
  51494. export class HighlightLayer extends EffectLayer {
  51495. name: string;
  51496. /**
  51497. * Effect Name of the highlight layer.
  51498. */
  51499. static readonly EffectName: string;
  51500. /**
  51501. * The neutral color used during the preparation of the glow effect.
  51502. * This is black by default as the blend operation is a blend operation.
  51503. */
  51504. static NeutralColor: Color4;
  51505. /**
  51506. * Stencil value used for glowing meshes.
  51507. */
  51508. static GlowingMeshStencilReference: number;
  51509. /**
  51510. * Stencil value used for the other meshes in the scene.
  51511. */
  51512. static NormalMeshStencilReference: number;
  51513. /**
  51514. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51515. */
  51516. innerGlow: boolean;
  51517. /**
  51518. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51519. */
  51520. outerGlow: boolean;
  51521. /**
  51522. * Specifies the horizontal size of the blur.
  51523. */
  51524. /**
  51525. * Gets the horizontal size of the blur.
  51526. */
  51527. blurHorizontalSize: number;
  51528. /**
  51529. * Specifies the vertical size of the blur.
  51530. */
  51531. /**
  51532. * Gets the vertical size of the blur.
  51533. */
  51534. blurVerticalSize: number;
  51535. /**
  51536. * An event triggered when the highlight layer is being blurred.
  51537. */
  51538. onBeforeBlurObservable: Observable<HighlightLayer>;
  51539. /**
  51540. * An event triggered when the highlight layer has been blurred.
  51541. */
  51542. onAfterBlurObservable: Observable<HighlightLayer>;
  51543. private _instanceGlowingMeshStencilReference;
  51544. private _options;
  51545. private _downSamplePostprocess;
  51546. private _horizontalBlurPostprocess;
  51547. private _verticalBlurPostprocess;
  51548. private _blurTexture;
  51549. private _meshes;
  51550. private _excludedMeshes;
  51551. /**
  51552. * Instantiates a new highlight Layer and references it to the scene..
  51553. * @param name The name of the layer
  51554. * @param scene The scene to use the layer in
  51555. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51556. */
  51557. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51558. /**
  51559. * Get the effect name of the layer.
  51560. * @return The effect name
  51561. */
  51562. getEffectName(): string;
  51563. /**
  51564. * Create the merge effect. This is the shader use to blit the information back
  51565. * to the main canvas at the end of the scene rendering.
  51566. */
  51567. protected _createMergeEffect(): Effect;
  51568. /**
  51569. * Creates the render target textures and post processes used in the highlight layer.
  51570. */
  51571. protected _createTextureAndPostProcesses(): void;
  51572. /**
  51573. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51574. */
  51575. needStencil(): boolean;
  51576. /**
  51577. * Checks for the readiness of the element composing the layer.
  51578. * @param subMesh the mesh to check for
  51579. * @param useInstances specify wether or not to use instances to render the mesh
  51580. * @param emissiveTexture the associated emissive texture used to generate the glow
  51581. * @return true if ready otherwise, false
  51582. */
  51583. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51584. /**
  51585. * Implementation specific of rendering the generating effect on the main canvas.
  51586. * @param effect The effect used to render through
  51587. */
  51588. protected _internalRender(effect: Effect): void;
  51589. /**
  51590. * Returns true if the layer contains information to display, otherwise false.
  51591. */
  51592. shouldRender(): boolean;
  51593. /**
  51594. * Returns true if the mesh should render, otherwise false.
  51595. * @param mesh The mesh to render
  51596. * @returns true if it should render otherwise false
  51597. */
  51598. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51599. /**
  51600. * Sets the required values for both the emissive texture and and the main color.
  51601. */
  51602. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51603. /**
  51604. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51605. * @param mesh The mesh to exclude from the highlight layer
  51606. */
  51607. addExcludedMesh(mesh: Mesh): void;
  51608. /**
  51609. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51610. * @param mesh The mesh to highlight
  51611. */
  51612. removeExcludedMesh(mesh: Mesh): void;
  51613. /**
  51614. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51615. * @param mesh mesh to test
  51616. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51617. */
  51618. hasMesh(mesh: AbstractMesh): boolean;
  51619. /**
  51620. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51621. * @param mesh The mesh to highlight
  51622. * @param color The color of the highlight
  51623. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51624. */
  51625. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51626. /**
  51627. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51628. * @param mesh The mesh to highlight
  51629. */
  51630. removeMesh(mesh: Mesh): void;
  51631. /**
  51632. * Force the stencil to the normal expected value for none glowing parts
  51633. */
  51634. private _defaultStencilReference;
  51635. /**
  51636. * Free any resources and references associated to a mesh.
  51637. * Internal use
  51638. * @param mesh The mesh to free.
  51639. * @hidden
  51640. */
  51641. _disposeMesh(mesh: Mesh): void;
  51642. /**
  51643. * Dispose the highlight layer and free resources.
  51644. */
  51645. dispose(): void;
  51646. /**
  51647. * Gets the class name of the effect layer
  51648. * @returns the string with the class name of the effect layer
  51649. */
  51650. getClassName(): string;
  51651. /**
  51652. * Serializes this Highlight layer
  51653. * @returns a serialized Highlight layer object
  51654. */
  51655. serialize(): any;
  51656. /**
  51657. * Creates a Highlight layer from parsed Highlight layer data
  51658. * @param parsedHightlightLayer defines the Highlight layer data
  51659. * @param scene defines the current scene
  51660. * @param rootUrl defines the root URL containing the Highlight layer information
  51661. * @returns a parsed Highlight layer
  51662. */
  51663. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51664. }
  51665. }
  51666. declare module "babylonjs/Layers/layerSceneComponent" {
  51667. import { Scene } from "babylonjs/scene";
  51668. import { ISceneComponent } from "babylonjs/sceneComponent";
  51669. import { Layer } from "babylonjs/Layers/layer";
  51670. import { AbstractScene } from "babylonjs/abstractScene";
  51671. module "babylonjs/abstractScene" {
  51672. interface AbstractScene {
  51673. /**
  51674. * The list of layers (background and foreground) of the scene
  51675. */
  51676. layers: Array<Layer>;
  51677. }
  51678. }
  51679. /**
  51680. * Defines the layer scene component responsible to manage any layers
  51681. * in a given scene.
  51682. */
  51683. export class LayerSceneComponent implements ISceneComponent {
  51684. /**
  51685. * The component name helpfull to identify the component in the list of scene components.
  51686. */
  51687. readonly name: string;
  51688. /**
  51689. * The scene the component belongs to.
  51690. */
  51691. scene: Scene;
  51692. private _engine;
  51693. /**
  51694. * Creates a new instance of the component for the given scene
  51695. * @param scene Defines the scene to register the component in
  51696. */
  51697. constructor(scene: Scene);
  51698. /**
  51699. * Registers the component in a given scene
  51700. */
  51701. register(): void;
  51702. /**
  51703. * Rebuilds the elements related to this component in case of
  51704. * context lost for instance.
  51705. */
  51706. rebuild(): void;
  51707. /**
  51708. * Disposes the component and the associated ressources.
  51709. */
  51710. dispose(): void;
  51711. private _draw;
  51712. private _drawCameraPredicate;
  51713. private _drawCameraBackground;
  51714. private _drawCameraForeground;
  51715. private _drawRenderTargetPredicate;
  51716. private _drawRenderTargetBackground;
  51717. private _drawRenderTargetForeground;
  51718. /**
  51719. * Adds all the elements from the container to the scene
  51720. * @param container the container holding the elements
  51721. */
  51722. addFromContainer(container: AbstractScene): void;
  51723. /**
  51724. * Removes all the elements in the container from the scene
  51725. * @param container contains the elements to remove
  51726. * @param dispose if the removed element should be disposed (default: false)
  51727. */
  51728. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51729. }
  51730. }
  51731. declare module "babylonjs/Shaders/layer.fragment" {
  51732. /** @hidden */
  51733. export var layerPixelShader: {
  51734. name: string;
  51735. shader: string;
  51736. };
  51737. }
  51738. declare module "babylonjs/Shaders/layer.vertex" {
  51739. /** @hidden */
  51740. export var layerVertexShader: {
  51741. name: string;
  51742. shader: string;
  51743. };
  51744. }
  51745. declare module "babylonjs/Layers/layer" {
  51746. import { Observable } from "babylonjs/Misc/observable";
  51747. import { Nullable } from "babylonjs/types";
  51748. import { Scene } from "babylonjs/scene";
  51749. import { Vector2 } from "babylonjs/Maths/math.vector";
  51750. import { Color4 } from "babylonjs/Maths/math.color";
  51751. import { Texture } from "babylonjs/Materials/Textures/texture";
  51752. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51753. import "babylonjs/Shaders/layer.fragment";
  51754. import "babylonjs/Shaders/layer.vertex";
  51755. /**
  51756. * This represents a full screen 2d layer.
  51757. * This can be useful to display a picture in the background of your scene for instance.
  51758. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51759. */
  51760. export class Layer {
  51761. /**
  51762. * Define the name of the layer.
  51763. */
  51764. name: string;
  51765. /**
  51766. * Define the texture the layer should display.
  51767. */
  51768. texture: Nullable<Texture>;
  51769. /**
  51770. * Is the layer in background or foreground.
  51771. */
  51772. isBackground: boolean;
  51773. /**
  51774. * Define the color of the layer (instead of texture).
  51775. */
  51776. color: Color4;
  51777. /**
  51778. * Define the scale of the layer in order to zoom in out of the texture.
  51779. */
  51780. scale: Vector2;
  51781. /**
  51782. * Define an offset for the layer in order to shift the texture.
  51783. */
  51784. offset: Vector2;
  51785. /**
  51786. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51787. */
  51788. alphaBlendingMode: number;
  51789. /**
  51790. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51791. * Alpha test will not mix with the background color in case of transparency.
  51792. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51793. */
  51794. alphaTest: boolean;
  51795. /**
  51796. * Define a mask to restrict the layer to only some of the scene cameras.
  51797. */
  51798. layerMask: number;
  51799. /**
  51800. * Define the list of render target the layer is visible into.
  51801. */
  51802. renderTargetTextures: RenderTargetTexture[];
  51803. /**
  51804. * Define if the layer is only used in renderTarget or if it also
  51805. * renders in the main frame buffer of the canvas.
  51806. */
  51807. renderOnlyInRenderTargetTextures: boolean;
  51808. private _scene;
  51809. private _vertexBuffers;
  51810. private _indexBuffer;
  51811. private _effect;
  51812. private _alphaTestEffect;
  51813. /**
  51814. * An event triggered when the layer is disposed.
  51815. */
  51816. onDisposeObservable: Observable<Layer>;
  51817. private _onDisposeObserver;
  51818. /**
  51819. * Back compatibility with callback before the onDisposeObservable existed.
  51820. * The set callback will be triggered when the layer has been disposed.
  51821. */
  51822. onDispose: () => void;
  51823. /**
  51824. * An event triggered before rendering the scene
  51825. */
  51826. onBeforeRenderObservable: Observable<Layer>;
  51827. private _onBeforeRenderObserver;
  51828. /**
  51829. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51830. * The set callback will be triggered just before rendering the layer.
  51831. */
  51832. onBeforeRender: () => void;
  51833. /**
  51834. * An event triggered after rendering the scene
  51835. */
  51836. onAfterRenderObservable: Observable<Layer>;
  51837. private _onAfterRenderObserver;
  51838. /**
  51839. * Back compatibility with callback before the onAfterRenderObservable existed.
  51840. * The set callback will be triggered just after rendering the layer.
  51841. */
  51842. onAfterRender: () => void;
  51843. /**
  51844. * Instantiates a new layer.
  51845. * This represents a full screen 2d layer.
  51846. * This can be useful to display a picture in the background of your scene for instance.
  51847. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51848. * @param name Define the name of the layer in the scene
  51849. * @param imgUrl Define the url of the texture to display in the layer
  51850. * @param scene Define the scene the layer belongs to
  51851. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51852. * @param color Defines a color for the layer
  51853. */
  51854. constructor(
  51855. /**
  51856. * Define the name of the layer.
  51857. */
  51858. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51859. private _createIndexBuffer;
  51860. /** @hidden */
  51861. _rebuild(): void;
  51862. /**
  51863. * Renders the layer in the scene.
  51864. */
  51865. render(): void;
  51866. /**
  51867. * Disposes and releases the associated ressources.
  51868. */
  51869. dispose(): void;
  51870. }
  51871. }
  51872. declare module "babylonjs/Layers/index" {
  51873. export * from "babylonjs/Layers/effectLayer";
  51874. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51875. export * from "babylonjs/Layers/glowLayer";
  51876. export * from "babylonjs/Layers/highlightLayer";
  51877. export * from "babylonjs/Layers/layer";
  51878. export * from "babylonjs/Layers/layerSceneComponent";
  51879. }
  51880. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51881. /** @hidden */
  51882. export var lensFlarePixelShader: {
  51883. name: string;
  51884. shader: string;
  51885. };
  51886. }
  51887. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51888. /** @hidden */
  51889. export var lensFlareVertexShader: {
  51890. name: string;
  51891. shader: string;
  51892. };
  51893. }
  51894. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51895. import { Scene } from "babylonjs/scene";
  51896. import { Vector3 } from "babylonjs/Maths/math.vector";
  51897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51898. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51899. import "babylonjs/Shaders/lensFlare.fragment";
  51900. import "babylonjs/Shaders/lensFlare.vertex";
  51901. import { Viewport } from "babylonjs/Maths/math.viewport";
  51902. /**
  51903. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51904. * It is usually composed of several `lensFlare`.
  51905. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51906. */
  51907. export class LensFlareSystem {
  51908. /**
  51909. * Define the name of the lens flare system
  51910. */
  51911. name: string;
  51912. /**
  51913. * List of lens flares used in this system.
  51914. */
  51915. lensFlares: LensFlare[];
  51916. /**
  51917. * Define a limit from the border the lens flare can be visible.
  51918. */
  51919. borderLimit: number;
  51920. /**
  51921. * Define a viewport border we do not want to see the lens flare in.
  51922. */
  51923. viewportBorder: number;
  51924. /**
  51925. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51926. */
  51927. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51928. /**
  51929. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51930. */
  51931. layerMask: number;
  51932. /**
  51933. * Define the id of the lens flare system in the scene.
  51934. * (equal to name by default)
  51935. */
  51936. id: string;
  51937. private _scene;
  51938. private _emitter;
  51939. private _vertexBuffers;
  51940. private _indexBuffer;
  51941. private _effect;
  51942. private _positionX;
  51943. private _positionY;
  51944. private _isEnabled;
  51945. /** @hidden */
  51946. static _SceneComponentInitialization: (scene: Scene) => void;
  51947. /**
  51948. * Instantiates a lens flare system.
  51949. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51950. * It is usually composed of several `lensFlare`.
  51951. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51952. * @param name Define the name of the lens flare system in the scene
  51953. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51954. * @param scene Define the scene the lens flare system belongs to
  51955. */
  51956. constructor(
  51957. /**
  51958. * Define the name of the lens flare system
  51959. */
  51960. name: string, emitter: any, scene: Scene);
  51961. /**
  51962. * Define if the lens flare system is enabled.
  51963. */
  51964. isEnabled: boolean;
  51965. /**
  51966. * Get the scene the effects belongs to.
  51967. * @returns the scene holding the lens flare system
  51968. */
  51969. getScene(): Scene;
  51970. /**
  51971. * Get the emitter of the lens flare system.
  51972. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51973. * @returns the emitter of the lens flare system
  51974. */
  51975. getEmitter(): any;
  51976. /**
  51977. * Set the emitter of the lens flare system.
  51978. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51979. * @param newEmitter Define the new emitter of the system
  51980. */
  51981. setEmitter(newEmitter: any): void;
  51982. /**
  51983. * Get the lens flare system emitter position.
  51984. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51985. * @returns the position
  51986. */
  51987. getEmitterPosition(): Vector3;
  51988. /**
  51989. * @hidden
  51990. */
  51991. computeEffectivePosition(globalViewport: Viewport): boolean;
  51992. /** @hidden */
  51993. _isVisible(): boolean;
  51994. /**
  51995. * @hidden
  51996. */
  51997. render(): boolean;
  51998. /**
  51999. * Dispose and release the lens flare with its associated resources.
  52000. */
  52001. dispose(): void;
  52002. /**
  52003. * Parse a lens flare system from a JSON repressentation
  52004. * @param parsedLensFlareSystem Define the JSON to parse
  52005. * @param scene Define the scene the parsed system should be instantiated in
  52006. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52007. * @returns the parsed system
  52008. */
  52009. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52010. /**
  52011. * Serialize the current Lens Flare System into a JSON representation.
  52012. * @returns the serialized JSON
  52013. */
  52014. serialize(): any;
  52015. }
  52016. }
  52017. declare module "babylonjs/LensFlares/lensFlare" {
  52018. import { Nullable } from "babylonjs/types";
  52019. import { Color3 } from "babylonjs/Maths/math.color";
  52020. import { Texture } from "babylonjs/Materials/Textures/texture";
  52021. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52022. /**
  52023. * This represents one of the lens effect in a `lensFlareSystem`.
  52024. * It controls one of the indiviual texture used in the effect.
  52025. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52026. */
  52027. export class LensFlare {
  52028. /**
  52029. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52030. */
  52031. size: number;
  52032. /**
  52033. * 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.
  52034. */
  52035. position: number;
  52036. /**
  52037. * Define the lens color.
  52038. */
  52039. color: Color3;
  52040. /**
  52041. * Define the lens texture.
  52042. */
  52043. texture: Nullable<Texture>;
  52044. /**
  52045. * Define the alpha mode to render this particular lens.
  52046. */
  52047. alphaMode: number;
  52048. private _system;
  52049. /**
  52050. * Creates a new Lens Flare.
  52051. * This represents one of the lens effect in a `lensFlareSystem`.
  52052. * It controls one of the indiviual texture used in the effect.
  52053. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52054. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52055. * @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.
  52056. * @param color Define the lens color
  52057. * @param imgUrl Define the lens texture url
  52058. * @param system Define the `lensFlareSystem` this flare is part of
  52059. * @returns The newly created Lens Flare
  52060. */
  52061. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52062. /**
  52063. * Instantiates a new Lens Flare.
  52064. * This represents one of the lens effect in a `lensFlareSystem`.
  52065. * It controls one of the indiviual texture used in the effect.
  52066. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52067. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52068. * @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.
  52069. * @param color Define the lens color
  52070. * @param imgUrl Define the lens texture url
  52071. * @param system Define the `lensFlareSystem` this flare is part of
  52072. */
  52073. constructor(
  52074. /**
  52075. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52076. */
  52077. size: number,
  52078. /**
  52079. * 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.
  52080. */
  52081. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52082. /**
  52083. * Dispose and release the lens flare with its associated resources.
  52084. */
  52085. dispose(): void;
  52086. }
  52087. }
  52088. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52089. import { Nullable } from "babylonjs/types";
  52090. import { Scene } from "babylonjs/scene";
  52091. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52092. import { AbstractScene } from "babylonjs/abstractScene";
  52093. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52094. module "babylonjs/abstractScene" {
  52095. interface AbstractScene {
  52096. /**
  52097. * The list of lens flare system added to the scene
  52098. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52099. */
  52100. lensFlareSystems: Array<LensFlareSystem>;
  52101. /**
  52102. * Removes the given lens flare system from this scene.
  52103. * @param toRemove The lens flare system to remove
  52104. * @returns The index of the removed lens flare system
  52105. */
  52106. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52107. /**
  52108. * Adds the given lens flare system to this scene
  52109. * @param newLensFlareSystem The lens flare system to add
  52110. */
  52111. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52112. /**
  52113. * Gets a lens flare system using its name
  52114. * @param name defines the name to look for
  52115. * @returns the lens flare system or null if not found
  52116. */
  52117. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52118. /**
  52119. * Gets a lens flare system using its id
  52120. * @param id defines the id to look for
  52121. * @returns the lens flare system or null if not found
  52122. */
  52123. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52124. }
  52125. }
  52126. /**
  52127. * Defines the lens flare scene component responsible to manage any lens flares
  52128. * in a given scene.
  52129. */
  52130. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52131. /**
  52132. * The component name helpfull to identify the component in the list of scene components.
  52133. */
  52134. readonly name: string;
  52135. /**
  52136. * The scene the component belongs to.
  52137. */
  52138. scene: Scene;
  52139. /**
  52140. * Creates a new instance of the component for the given scene
  52141. * @param scene Defines the scene to register the component in
  52142. */
  52143. constructor(scene: Scene);
  52144. /**
  52145. * Registers the component in a given scene
  52146. */
  52147. register(): void;
  52148. /**
  52149. * Rebuilds the elements related to this component in case of
  52150. * context lost for instance.
  52151. */
  52152. rebuild(): void;
  52153. /**
  52154. * Adds all the elements from the container to the scene
  52155. * @param container the container holding the elements
  52156. */
  52157. addFromContainer(container: AbstractScene): void;
  52158. /**
  52159. * Removes all the elements in the container from the scene
  52160. * @param container contains the elements to remove
  52161. * @param dispose if the removed element should be disposed (default: false)
  52162. */
  52163. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52164. /**
  52165. * Serializes the component data to the specified json object
  52166. * @param serializationObject The object to serialize to
  52167. */
  52168. serialize(serializationObject: any): void;
  52169. /**
  52170. * Disposes the component and the associated ressources.
  52171. */
  52172. dispose(): void;
  52173. private _draw;
  52174. }
  52175. }
  52176. declare module "babylonjs/LensFlares/index" {
  52177. export * from "babylonjs/LensFlares/lensFlare";
  52178. export * from "babylonjs/LensFlares/lensFlareSystem";
  52179. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52180. }
  52181. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52182. import { Scene } from "babylonjs/scene";
  52183. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52184. import { AbstractScene } from "babylonjs/abstractScene";
  52185. /**
  52186. * Defines the shadow generator component responsible to manage any shadow generators
  52187. * in a given scene.
  52188. */
  52189. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52190. /**
  52191. * The component name helpfull to identify the component in the list of scene components.
  52192. */
  52193. readonly name: string;
  52194. /**
  52195. * The scene the component belongs to.
  52196. */
  52197. scene: Scene;
  52198. /**
  52199. * Creates a new instance of the component for the given scene
  52200. * @param scene Defines the scene to register the component in
  52201. */
  52202. constructor(scene: Scene);
  52203. /**
  52204. * Registers the component in a given scene
  52205. */
  52206. register(): void;
  52207. /**
  52208. * Rebuilds the elements related to this component in case of
  52209. * context lost for instance.
  52210. */
  52211. rebuild(): void;
  52212. /**
  52213. * Serializes the component data to the specified json object
  52214. * @param serializationObject The object to serialize to
  52215. */
  52216. serialize(serializationObject: any): void;
  52217. /**
  52218. * Adds all the elements from the container to the scene
  52219. * @param container the container holding the elements
  52220. */
  52221. addFromContainer(container: AbstractScene): void;
  52222. /**
  52223. * Removes all the elements in the container from the scene
  52224. * @param container contains the elements to remove
  52225. * @param dispose if the removed element should be disposed (default: false)
  52226. */
  52227. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52228. /**
  52229. * Rebuilds the elements related to this component in case of
  52230. * context lost for instance.
  52231. */
  52232. dispose(): void;
  52233. private _gatherRenderTargets;
  52234. }
  52235. }
  52236. declare module "babylonjs/Lights/Shadows/index" {
  52237. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52238. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52239. }
  52240. declare module "babylonjs/Lights/pointLight" {
  52241. import { Scene } from "babylonjs/scene";
  52242. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52244. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52245. import { Effect } from "babylonjs/Materials/effect";
  52246. /**
  52247. * A point light is a light defined by an unique point in world space.
  52248. * The light is emitted in every direction from this point.
  52249. * A good example of a point light is a standard light bulb.
  52250. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52251. */
  52252. export class PointLight extends ShadowLight {
  52253. private _shadowAngle;
  52254. /**
  52255. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52256. * This specifies what angle the shadow will use to be created.
  52257. *
  52258. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52259. */
  52260. /**
  52261. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52262. * This specifies what angle the shadow will use to be created.
  52263. *
  52264. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52265. */
  52266. shadowAngle: number;
  52267. /**
  52268. * Gets the direction if it has been set.
  52269. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52270. */
  52271. /**
  52272. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52273. */
  52274. direction: Vector3;
  52275. /**
  52276. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52277. * A PointLight emits the light in every direction.
  52278. * It can cast shadows.
  52279. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52280. * ```javascript
  52281. * var pointLight = new PointLight("pl", camera.position, scene);
  52282. * ```
  52283. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52284. * @param name The light friendly name
  52285. * @param position The position of the point light in the scene
  52286. * @param scene The scene the lights belongs to
  52287. */
  52288. constructor(name: string, position: Vector3, scene: Scene);
  52289. /**
  52290. * Returns the string "PointLight"
  52291. * @returns the class name
  52292. */
  52293. getClassName(): string;
  52294. /**
  52295. * Returns the integer 0.
  52296. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52297. */
  52298. getTypeID(): number;
  52299. /**
  52300. * Specifies wether or not the shadowmap should be a cube texture.
  52301. * @returns true if the shadowmap needs to be a cube texture.
  52302. */
  52303. needCube(): boolean;
  52304. /**
  52305. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52306. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52307. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52308. */
  52309. getShadowDirection(faceIndex?: number): Vector3;
  52310. /**
  52311. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52312. * - fov = PI / 2
  52313. * - aspect ratio : 1.0
  52314. * - z-near and far equal to the active camera minZ and maxZ.
  52315. * Returns the PointLight.
  52316. */
  52317. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52318. protected _buildUniformLayout(): void;
  52319. /**
  52320. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52321. * @param effect The effect to update
  52322. * @param lightIndex The index of the light in the effect to update
  52323. * @returns The point light
  52324. */
  52325. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52326. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52327. /**
  52328. * Prepares the list of defines specific to the light type.
  52329. * @param defines the list of defines
  52330. * @param lightIndex defines the index of the light for the effect
  52331. */
  52332. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52333. }
  52334. }
  52335. declare module "babylonjs/Lights/index" {
  52336. export * from "babylonjs/Lights/light";
  52337. export * from "babylonjs/Lights/shadowLight";
  52338. export * from "babylonjs/Lights/Shadows/index";
  52339. export * from "babylonjs/Lights/directionalLight";
  52340. export * from "babylonjs/Lights/hemisphericLight";
  52341. export * from "babylonjs/Lights/pointLight";
  52342. export * from "babylonjs/Lights/spotLight";
  52343. }
  52344. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52345. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52346. /**
  52347. * Header information of HDR texture files.
  52348. */
  52349. export interface HDRInfo {
  52350. /**
  52351. * The height of the texture in pixels.
  52352. */
  52353. height: number;
  52354. /**
  52355. * The width of the texture in pixels.
  52356. */
  52357. width: number;
  52358. /**
  52359. * The index of the beginning of the data in the binary file.
  52360. */
  52361. dataPosition: number;
  52362. }
  52363. /**
  52364. * This groups tools to convert HDR texture to native colors array.
  52365. */
  52366. export class HDRTools {
  52367. private static Ldexp;
  52368. private static Rgbe2float;
  52369. private static readStringLine;
  52370. /**
  52371. * Reads header information from an RGBE texture stored in a native array.
  52372. * More information on this format are available here:
  52373. * https://en.wikipedia.org/wiki/RGBE_image_format
  52374. *
  52375. * @param uint8array The binary file stored in native array.
  52376. * @return The header information.
  52377. */
  52378. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52379. /**
  52380. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52381. * This RGBE texture needs to store the information as a panorama.
  52382. *
  52383. * More information on this format are available here:
  52384. * https://en.wikipedia.org/wiki/RGBE_image_format
  52385. *
  52386. * @param buffer The binary file stored in an array buffer.
  52387. * @param size The expected size of the extracted cubemap.
  52388. * @return The Cube Map information.
  52389. */
  52390. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52391. /**
  52392. * Returns the pixels data extracted from an RGBE texture.
  52393. * This pixels will be stored left to right up to down in the R G B order in one array.
  52394. *
  52395. * More information on this format are available here:
  52396. * https://en.wikipedia.org/wiki/RGBE_image_format
  52397. *
  52398. * @param uint8array The binary file stored in an array buffer.
  52399. * @param hdrInfo The header information of the file.
  52400. * @return The pixels data in RGB right to left up to down order.
  52401. */
  52402. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52403. private static RGBE_ReadPixels_RLE;
  52404. }
  52405. }
  52406. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52407. import { Nullable } from "babylonjs/types";
  52408. import { Scene } from "babylonjs/scene";
  52409. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52410. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52411. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52412. /**
  52413. * This represents a texture coming from an HDR input.
  52414. *
  52415. * The only supported format is currently panorama picture stored in RGBE format.
  52416. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52417. */
  52418. export class HDRCubeTexture extends BaseTexture {
  52419. private static _facesMapping;
  52420. private _generateHarmonics;
  52421. private _noMipmap;
  52422. private _textureMatrix;
  52423. private _size;
  52424. private _onLoad;
  52425. private _onError;
  52426. /**
  52427. * The texture URL.
  52428. */
  52429. url: string;
  52430. /**
  52431. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52432. */
  52433. coordinatesMode: number;
  52434. protected _isBlocking: boolean;
  52435. /**
  52436. * Sets wether or not the texture is blocking during loading.
  52437. */
  52438. /**
  52439. * Gets wether or not the texture is blocking during loading.
  52440. */
  52441. isBlocking: boolean;
  52442. protected _rotationY: number;
  52443. /**
  52444. * Sets texture matrix rotation angle around Y axis in radians.
  52445. */
  52446. /**
  52447. * Gets texture matrix rotation angle around Y axis radians.
  52448. */
  52449. rotationY: number;
  52450. /**
  52451. * Gets or sets the center of the bounding box associated with the cube texture
  52452. * It must define where the camera used to render the texture was set
  52453. */
  52454. boundingBoxPosition: Vector3;
  52455. private _boundingBoxSize;
  52456. /**
  52457. * Gets or sets the size of the bounding box associated with the cube texture
  52458. * When defined, the cubemap will switch to local mode
  52459. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52460. * @example https://www.babylonjs-playground.com/#RNASML
  52461. */
  52462. boundingBoxSize: Vector3;
  52463. /**
  52464. * Instantiates an HDRTexture from the following parameters.
  52465. *
  52466. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52467. * @param scene The scene the texture will be used in
  52468. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52469. * @param noMipmap Forces to not generate the mipmap if true
  52470. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52471. * @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)
  52472. * @param reserved Reserved flag for internal use.
  52473. */
  52474. 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>);
  52475. /**
  52476. * Get the current class name of the texture useful for serialization or dynamic coding.
  52477. * @returns "HDRCubeTexture"
  52478. */
  52479. getClassName(): string;
  52480. /**
  52481. * Occurs when the file is raw .hdr file.
  52482. */
  52483. private loadTexture;
  52484. clone(): HDRCubeTexture;
  52485. delayLoad(): void;
  52486. /**
  52487. * Get the texture reflection matrix used to rotate/transform the reflection.
  52488. * @returns the reflection matrix
  52489. */
  52490. getReflectionTextureMatrix(): Matrix;
  52491. /**
  52492. * Set the texture reflection matrix used to rotate/transform the reflection.
  52493. * @param value Define the reflection matrix to set
  52494. */
  52495. setReflectionTextureMatrix(value: Matrix): void;
  52496. /**
  52497. * Parses a JSON representation of an HDR Texture in order to create the texture
  52498. * @param parsedTexture Define the JSON representation
  52499. * @param scene Define the scene the texture should be created in
  52500. * @param rootUrl Define the root url in case we need to load relative dependencies
  52501. * @returns the newly created texture after parsing
  52502. */
  52503. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52504. serialize(): any;
  52505. }
  52506. }
  52507. declare module "babylonjs/Physics/physicsEngine" {
  52508. import { Nullable } from "babylonjs/types";
  52509. import { Vector3 } from "babylonjs/Maths/math.vector";
  52510. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52511. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52512. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52513. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52514. /**
  52515. * Class used to control physics engine
  52516. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52517. */
  52518. export class PhysicsEngine implements IPhysicsEngine {
  52519. private _physicsPlugin;
  52520. /**
  52521. * Global value used to control the smallest number supported by the simulation
  52522. */
  52523. static Epsilon: number;
  52524. private _impostors;
  52525. private _joints;
  52526. /**
  52527. * Gets the gravity vector used by the simulation
  52528. */
  52529. gravity: Vector3;
  52530. /**
  52531. * Factory used to create the default physics plugin.
  52532. * @returns The default physics plugin
  52533. */
  52534. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52535. /**
  52536. * Creates a new Physics Engine
  52537. * @param gravity defines the gravity vector used by the simulation
  52538. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52539. */
  52540. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52541. /**
  52542. * Sets the gravity vector used by the simulation
  52543. * @param gravity defines the gravity vector to use
  52544. */
  52545. setGravity(gravity: Vector3): void;
  52546. /**
  52547. * Set the time step of the physics engine.
  52548. * Default is 1/60.
  52549. * To slow it down, enter 1/600 for example.
  52550. * To speed it up, 1/30
  52551. * @param newTimeStep defines the new timestep to apply to this world.
  52552. */
  52553. setTimeStep(newTimeStep?: number): void;
  52554. /**
  52555. * Get the time step of the physics engine.
  52556. * @returns the current time step
  52557. */
  52558. getTimeStep(): number;
  52559. /**
  52560. * Release all resources
  52561. */
  52562. dispose(): void;
  52563. /**
  52564. * Gets the name of the current physics plugin
  52565. * @returns the name of the plugin
  52566. */
  52567. getPhysicsPluginName(): string;
  52568. /**
  52569. * Adding a new impostor for the impostor tracking.
  52570. * This will be done by the impostor itself.
  52571. * @param impostor the impostor to add
  52572. */
  52573. addImpostor(impostor: PhysicsImpostor): void;
  52574. /**
  52575. * Remove an impostor from the engine.
  52576. * This impostor and its mesh will not longer be updated by the physics engine.
  52577. * @param impostor the impostor to remove
  52578. */
  52579. removeImpostor(impostor: PhysicsImpostor): void;
  52580. /**
  52581. * Add a joint to the physics engine
  52582. * @param mainImpostor defines the main impostor to which the joint is added.
  52583. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52584. * @param joint defines the joint that will connect both impostors.
  52585. */
  52586. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52587. /**
  52588. * Removes a joint from the simulation
  52589. * @param mainImpostor defines the impostor used with the joint
  52590. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52591. * @param joint defines the joint to remove
  52592. */
  52593. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52594. /**
  52595. * Called by the scene. No need to call it.
  52596. * @param delta defines the timespam between frames
  52597. */
  52598. _step(delta: number): void;
  52599. /**
  52600. * Gets the current plugin used to run the simulation
  52601. * @returns current plugin
  52602. */
  52603. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52604. /**
  52605. * Gets the list of physic impostors
  52606. * @returns an array of PhysicsImpostor
  52607. */
  52608. getImpostors(): Array<PhysicsImpostor>;
  52609. /**
  52610. * Gets the impostor for a physics enabled object
  52611. * @param object defines the object impersonated by the impostor
  52612. * @returns the PhysicsImpostor or null if not found
  52613. */
  52614. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52615. /**
  52616. * Gets the impostor for a physics body object
  52617. * @param body defines physics body used by the impostor
  52618. * @returns the PhysicsImpostor or null if not found
  52619. */
  52620. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52621. /**
  52622. * Does a raycast in the physics world
  52623. * @param from when should the ray start?
  52624. * @param to when should the ray end?
  52625. * @returns PhysicsRaycastResult
  52626. */
  52627. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52628. }
  52629. }
  52630. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52631. import { Nullable } from "babylonjs/types";
  52632. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52633. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52634. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52635. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52636. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52637. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52638. /** @hidden */
  52639. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52640. private _useDeltaForWorldStep;
  52641. world: any;
  52642. name: string;
  52643. private _physicsMaterials;
  52644. private _fixedTimeStep;
  52645. private _cannonRaycastResult;
  52646. private _raycastResult;
  52647. private _physicsBodysToRemoveAfterStep;
  52648. BJSCANNON: any;
  52649. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52650. setGravity(gravity: Vector3): void;
  52651. setTimeStep(timeStep: number): void;
  52652. getTimeStep(): number;
  52653. executeStep(delta: number): void;
  52654. private _removeMarkedPhysicsBodiesFromWorld;
  52655. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52656. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52657. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52658. private _processChildMeshes;
  52659. removePhysicsBody(impostor: PhysicsImpostor): void;
  52660. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52661. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52662. private _addMaterial;
  52663. private _checkWithEpsilon;
  52664. private _createShape;
  52665. private _createHeightmap;
  52666. private _minus90X;
  52667. private _plus90X;
  52668. private _tmpPosition;
  52669. private _tmpDeltaPosition;
  52670. private _tmpUnityRotation;
  52671. private _updatePhysicsBodyTransformation;
  52672. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52673. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52674. isSupported(): boolean;
  52675. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52676. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52677. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52678. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52679. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52680. getBodyMass(impostor: PhysicsImpostor): number;
  52681. getBodyFriction(impostor: PhysicsImpostor): number;
  52682. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52683. getBodyRestitution(impostor: PhysicsImpostor): number;
  52684. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52685. sleepBody(impostor: PhysicsImpostor): void;
  52686. wakeUpBody(impostor: PhysicsImpostor): void;
  52687. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52688. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52689. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52690. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52691. getRadius(impostor: PhysicsImpostor): number;
  52692. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52693. dispose(): void;
  52694. private _extendNamespace;
  52695. /**
  52696. * Does a raycast in the physics world
  52697. * @param from when should the ray start?
  52698. * @param to when should the ray end?
  52699. * @returns PhysicsRaycastResult
  52700. */
  52701. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52702. }
  52703. }
  52704. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52705. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52706. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52707. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52709. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52710. import { Nullable } from "babylonjs/types";
  52711. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52712. /** @hidden */
  52713. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52714. world: any;
  52715. name: string;
  52716. BJSOIMO: any;
  52717. private _raycastResult;
  52718. constructor(iterations?: number, oimoInjection?: any);
  52719. setGravity(gravity: Vector3): void;
  52720. setTimeStep(timeStep: number): void;
  52721. getTimeStep(): number;
  52722. private _tmpImpostorsArray;
  52723. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52724. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52725. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52726. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52727. private _tmpPositionVector;
  52728. removePhysicsBody(impostor: PhysicsImpostor): void;
  52729. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52730. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52731. isSupported(): boolean;
  52732. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52733. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52734. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52735. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52736. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52737. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52738. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52739. getBodyMass(impostor: PhysicsImpostor): number;
  52740. getBodyFriction(impostor: PhysicsImpostor): number;
  52741. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52742. getBodyRestitution(impostor: PhysicsImpostor): number;
  52743. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52744. sleepBody(impostor: PhysicsImpostor): void;
  52745. wakeUpBody(impostor: PhysicsImpostor): void;
  52746. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52747. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52748. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52749. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52750. getRadius(impostor: PhysicsImpostor): number;
  52751. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52752. dispose(): void;
  52753. /**
  52754. * Does a raycast in the physics world
  52755. * @param from when should the ray start?
  52756. * @param to when should the ray end?
  52757. * @returns PhysicsRaycastResult
  52758. */
  52759. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52760. }
  52761. }
  52762. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52763. import { Nullable } from "babylonjs/types";
  52764. import { Scene } from "babylonjs/scene";
  52765. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52766. import { Color4 } from "babylonjs/Maths/math.color";
  52767. import { Mesh } from "babylonjs/Meshes/mesh";
  52768. /**
  52769. * Class containing static functions to help procedurally build meshes
  52770. */
  52771. export class RibbonBuilder {
  52772. /**
  52773. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52774. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52775. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52776. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52777. * * 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
  52778. * * 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
  52779. * * 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
  52780. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52781. * * If you create a double-sided mesh, you can choose what parts of 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
  52782. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52783. * * 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
  52784. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52785. * * 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
  52786. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52788. * @param name defines the name of the mesh
  52789. * @param options defines the options used to create the mesh
  52790. * @param scene defines the hosting scene
  52791. * @returns the ribbon mesh
  52792. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52793. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52794. */
  52795. static CreateRibbon(name: string, options: {
  52796. pathArray: Vector3[][];
  52797. closeArray?: boolean;
  52798. closePath?: boolean;
  52799. offset?: number;
  52800. updatable?: boolean;
  52801. sideOrientation?: number;
  52802. frontUVs?: Vector4;
  52803. backUVs?: Vector4;
  52804. instance?: Mesh;
  52805. invertUV?: boolean;
  52806. uvs?: Vector2[];
  52807. colors?: Color4[];
  52808. }, scene?: Nullable<Scene>): Mesh;
  52809. }
  52810. }
  52811. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52812. import { Nullable } from "babylonjs/types";
  52813. import { Scene } from "babylonjs/scene";
  52814. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52815. import { Mesh } from "babylonjs/Meshes/mesh";
  52816. /**
  52817. * Class containing static functions to help procedurally build meshes
  52818. */
  52819. export class ShapeBuilder {
  52820. /**
  52821. * 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.
  52822. * * 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.
  52823. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52824. * * 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.
  52825. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52826. * * 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
  52827. * * 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
  52828. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52829. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52830. * * If you create a double-sided mesh, you can choose what parts of 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
  52831. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52833. * @param name defines the name of the mesh
  52834. * @param options defines the options used to create the mesh
  52835. * @param scene defines the hosting scene
  52836. * @returns the extruded shape mesh
  52837. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52838. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52839. */
  52840. static ExtrudeShape(name: string, options: {
  52841. shape: Vector3[];
  52842. path: Vector3[];
  52843. scale?: number;
  52844. rotation?: number;
  52845. cap?: number;
  52846. updatable?: boolean;
  52847. sideOrientation?: number;
  52848. frontUVs?: Vector4;
  52849. backUVs?: Vector4;
  52850. instance?: Mesh;
  52851. invertUV?: boolean;
  52852. }, scene?: Nullable<Scene>): Mesh;
  52853. /**
  52854. * Creates an custom extruded shape mesh.
  52855. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52856. * * 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.
  52857. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52858. * * 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
  52859. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52860. * * 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
  52861. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52862. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52863. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52864. * * 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
  52865. * * 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
  52866. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52867. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52868. * * If you create a double-sided mesh, you can choose what parts of 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
  52869. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52871. * @param name defines the name of the mesh
  52872. * @param options defines the options used to create the mesh
  52873. * @param scene defines the hosting scene
  52874. * @returns the custom extruded shape mesh
  52875. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52876. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52877. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52878. */
  52879. static ExtrudeShapeCustom(name: string, options: {
  52880. shape: Vector3[];
  52881. path: Vector3[];
  52882. scaleFunction?: any;
  52883. rotationFunction?: any;
  52884. ribbonCloseArray?: boolean;
  52885. ribbonClosePath?: boolean;
  52886. cap?: number;
  52887. updatable?: boolean;
  52888. sideOrientation?: number;
  52889. frontUVs?: Vector4;
  52890. backUVs?: Vector4;
  52891. instance?: Mesh;
  52892. invertUV?: boolean;
  52893. }, scene?: Nullable<Scene>): Mesh;
  52894. private static _ExtrudeShapeGeneric;
  52895. }
  52896. }
  52897. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52898. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52899. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52900. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52901. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52902. import { Nullable } from "babylonjs/types";
  52903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52904. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52905. /**
  52906. * AmmoJS Physics plugin
  52907. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52908. * @see https://github.com/kripken/ammo.js/
  52909. */
  52910. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52911. private _useDeltaForWorldStep;
  52912. /**
  52913. * Reference to the Ammo library
  52914. */
  52915. bjsAMMO: any;
  52916. /**
  52917. * Created ammoJS world which physics bodies are added to
  52918. */
  52919. world: any;
  52920. /**
  52921. * Name of the plugin
  52922. */
  52923. name: string;
  52924. private _timeStep;
  52925. private _fixedTimeStep;
  52926. private _maxSteps;
  52927. private _tmpQuaternion;
  52928. private _tmpAmmoTransform;
  52929. private _tmpAmmoQuaternion;
  52930. private _tmpAmmoConcreteContactResultCallback;
  52931. private _collisionConfiguration;
  52932. private _dispatcher;
  52933. private _overlappingPairCache;
  52934. private _solver;
  52935. private _softBodySolver;
  52936. private _tmpAmmoVectorA;
  52937. private _tmpAmmoVectorB;
  52938. private _tmpAmmoVectorC;
  52939. private _tmpAmmoVectorD;
  52940. private _tmpContactCallbackResult;
  52941. private _tmpAmmoVectorRCA;
  52942. private _tmpAmmoVectorRCB;
  52943. private _raycastResult;
  52944. private static readonly DISABLE_COLLISION_FLAG;
  52945. private static readonly KINEMATIC_FLAG;
  52946. private static readonly DISABLE_DEACTIVATION_FLAG;
  52947. /**
  52948. * Initializes the ammoJS plugin
  52949. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52950. * @param ammoInjection can be used to inject your own ammo reference
  52951. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52952. */
  52953. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52954. /**
  52955. * Sets the gravity of the physics world (m/(s^2))
  52956. * @param gravity Gravity to set
  52957. */
  52958. setGravity(gravity: Vector3): void;
  52959. /**
  52960. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52961. * @param timeStep timestep to use in seconds
  52962. */
  52963. setTimeStep(timeStep: number): void;
  52964. /**
  52965. * 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)
  52966. * @param fixedTimeStep fixedTimeStep to use in seconds
  52967. */
  52968. setFixedTimeStep(fixedTimeStep: number): void;
  52969. /**
  52970. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52971. * @param maxSteps the maximum number of steps by the physics engine per frame
  52972. */
  52973. setMaxSteps(maxSteps: number): void;
  52974. /**
  52975. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52976. * @returns the current timestep in seconds
  52977. */
  52978. getTimeStep(): number;
  52979. private _isImpostorInContact;
  52980. private _isImpostorPairInContact;
  52981. private _stepSimulation;
  52982. /**
  52983. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52984. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52985. * After the step the babylon meshes are set to the position of the physics imposters
  52986. * @param delta amount of time to step forward
  52987. * @param impostors array of imposters to update before/after the step
  52988. */
  52989. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52990. /**
  52991. * Update babylon mesh to match physics world object
  52992. * @param impostor imposter to match
  52993. */
  52994. private _afterSoftStep;
  52995. /**
  52996. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52997. * @param impostor imposter to match
  52998. */
  52999. private _ropeStep;
  53000. /**
  53001. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53002. * @param impostor imposter to match
  53003. */
  53004. private _softbodyOrClothStep;
  53005. private _tmpVector;
  53006. private _tmpMatrix;
  53007. /**
  53008. * Applies an impulse on the imposter
  53009. * @param impostor imposter to apply impulse to
  53010. * @param force amount of force to be applied to the imposter
  53011. * @param contactPoint the location to apply the impulse on the imposter
  53012. */
  53013. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53014. /**
  53015. * Applies a force on the imposter
  53016. * @param impostor imposter to apply force
  53017. * @param force amount of force to be applied to the imposter
  53018. * @param contactPoint the location to apply the force on the imposter
  53019. */
  53020. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53021. /**
  53022. * Creates a physics body using the plugin
  53023. * @param impostor the imposter to create the physics body on
  53024. */
  53025. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53026. /**
  53027. * Removes the physics body from the imposter and disposes of the body's memory
  53028. * @param impostor imposter to remove the physics body from
  53029. */
  53030. removePhysicsBody(impostor: PhysicsImpostor): void;
  53031. /**
  53032. * Generates a joint
  53033. * @param impostorJoint the imposter joint to create the joint with
  53034. */
  53035. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53036. /**
  53037. * Removes a joint
  53038. * @param impostorJoint the imposter joint to remove the joint from
  53039. */
  53040. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53041. private _addMeshVerts;
  53042. /**
  53043. * Initialise the soft body vertices to match its object's (mesh) vertices
  53044. * Softbody vertices (nodes) are in world space and to match this
  53045. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53046. * @param impostor to create the softbody for
  53047. */
  53048. private _softVertexData;
  53049. /**
  53050. * Create an impostor's soft body
  53051. * @param impostor to create the softbody for
  53052. */
  53053. private _createSoftbody;
  53054. /**
  53055. * Create cloth for an impostor
  53056. * @param impostor to create the softbody for
  53057. */
  53058. private _createCloth;
  53059. /**
  53060. * Create rope for an impostor
  53061. * @param impostor to create the softbody for
  53062. */
  53063. private _createRope;
  53064. private _addHullVerts;
  53065. private _createShape;
  53066. /**
  53067. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53068. * @param impostor imposter containing the physics body and babylon object
  53069. */
  53070. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53071. /**
  53072. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53073. * @param impostor imposter containing the physics body and babylon object
  53074. * @param newPosition new position
  53075. * @param newRotation new rotation
  53076. */
  53077. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53078. /**
  53079. * If this plugin is supported
  53080. * @returns true if its supported
  53081. */
  53082. isSupported(): boolean;
  53083. /**
  53084. * Sets the linear velocity of the physics body
  53085. * @param impostor imposter to set the velocity on
  53086. * @param velocity velocity to set
  53087. */
  53088. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53089. /**
  53090. * Sets the angular velocity of the physics body
  53091. * @param impostor imposter to set the velocity on
  53092. * @param velocity velocity to set
  53093. */
  53094. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53095. /**
  53096. * gets the linear velocity
  53097. * @param impostor imposter to get linear velocity from
  53098. * @returns linear velocity
  53099. */
  53100. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53101. /**
  53102. * gets the angular velocity
  53103. * @param impostor imposter to get angular velocity from
  53104. * @returns angular velocity
  53105. */
  53106. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53107. /**
  53108. * Sets the mass of physics body
  53109. * @param impostor imposter to set the mass on
  53110. * @param mass mass to set
  53111. */
  53112. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53113. /**
  53114. * Gets the mass of the physics body
  53115. * @param impostor imposter to get the mass from
  53116. * @returns mass
  53117. */
  53118. getBodyMass(impostor: PhysicsImpostor): number;
  53119. /**
  53120. * Gets friction of the impostor
  53121. * @param impostor impostor to get friction from
  53122. * @returns friction value
  53123. */
  53124. getBodyFriction(impostor: PhysicsImpostor): number;
  53125. /**
  53126. * Sets friction of the impostor
  53127. * @param impostor impostor to set friction on
  53128. * @param friction friction value
  53129. */
  53130. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53131. /**
  53132. * Gets restitution of the impostor
  53133. * @param impostor impostor to get restitution from
  53134. * @returns restitution value
  53135. */
  53136. getBodyRestitution(impostor: PhysicsImpostor): number;
  53137. /**
  53138. * Sets resitution of the impostor
  53139. * @param impostor impostor to set resitution on
  53140. * @param restitution resitution value
  53141. */
  53142. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53143. /**
  53144. * Gets pressure inside the impostor
  53145. * @param impostor impostor to get pressure from
  53146. * @returns pressure value
  53147. */
  53148. getBodyPressure(impostor: PhysicsImpostor): number;
  53149. /**
  53150. * Sets pressure inside a soft body impostor
  53151. * Cloth and rope must remain 0 pressure
  53152. * @param impostor impostor to set pressure on
  53153. * @param pressure pressure value
  53154. */
  53155. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53156. /**
  53157. * Gets stiffness of the impostor
  53158. * @param impostor impostor to get stiffness from
  53159. * @returns pressure value
  53160. */
  53161. getBodyStiffness(impostor: PhysicsImpostor): number;
  53162. /**
  53163. * Sets stiffness of the impostor
  53164. * @param impostor impostor to set stiffness on
  53165. * @param stiffness stiffness value from 0 to 1
  53166. */
  53167. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53168. /**
  53169. * Gets velocityIterations of the impostor
  53170. * @param impostor impostor to get velocity iterations from
  53171. * @returns velocityIterations value
  53172. */
  53173. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53174. /**
  53175. * Sets velocityIterations of the impostor
  53176. * @param impostor impostor to set velocity iterations on
  53177. * @param velocityIterations velocityIterations value
  53178. */
  53179. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53180. /**
  53181. * Gets positionIterations of the impostor
  53182. * @param impostor impostor to get position iterations from
  53183. * @returns positionIterations value
  53184. */
  53185. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53186. /**
  53187. * Sets positionIterations of the impostor
  53188. * @param impostor impostor to set position on
  53189. * @param positionIterations positionIterations value
  53190. */
  53191. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53192. /**
  53193. * Append an anchor to a cloth object
  53194. * @param impostor is the cloth impostor to add anchor to
  53195. * @param otherImpostor is the rigid impostor to anchor to
  53196. * @param width ratio across width from 0 to 1
  53197. * @param height ratio up height from 0 to 1
  53198. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53199. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53200. */
  53201. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53202. /**
  53203. * Append an hook to a rope object
  53204. * @param impostor is the rope impostor to add hook to
  53205. * @param otherImpostor is the rigid impostor to hook to
  53206. * @param length ratio along the rope from 0 to 1
  53207. * @param influence the elasticity between soft 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. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53211. /**
  53212. * Sleeps the physics body and stops it from being active
  53213. * @param impostor impostor to sleep
  53214. */
  53215. sleepBody(impostor: PhysicsImpostor): void;
  53216. /**
  53217. * Activates the physics body
  53218. * @param impostor impostor to activate
  53219. */
  53220. wakeUpBody(impostor: PhysicsImpostor): void;
  53221. /**
  53222. * Updates the distance parameters of the joint
  53223. * @param joint joint to update
  53224. * @param maxDistance maximum distance of the joint
  53225. * @param minDistance minimum distance of the joint
  53226. */
  53227. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53228. /**
  53229. * Sets a motor on the joint
  53230. * @param joint joint to set motor on
  53231. * @param speed speed of the motor
  53232. * @param maxForce maximum force of the motor
  53233. * @param motorIndex index of the motor
  53234. */
  53235. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53236. /**
  53237. * Sets the motors limit
  53238. * @param joint joint to set limit on
  53239. * @param upperLimit upper limit
  53240. * @param lowerLimit lower limit
  53241. */
  53242. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53243. /**
  53244. * Syncs the position and rotation of a mesh with the impostor
  53245. * @param mesh mesh to sync
  53246. * @param impostor impostor to update the mesh with
  53247. */
  53248. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53249. /**
  53250. * Gets the radius of the impostor
  53251. * @param impostor impostor to get radius from
  53252. * @returns the radius
  53253. */
  53254. getRadius(impostor: PhysicsImpostor): number;
  53255. /**
  53256. * Gets the box size of the impostor
  53257. * @param impostor impostor to get box size from
  53258. * @param result the resulting box size
  53259. */
  53260. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53261. /**
  53262. * Disposes of the impostor
  53263. */
  53264. dispose(): void;
  53265. /**
  53266. * Does a raycast in the physics world
  53267. * @param from when should the ray start?
  53268. * @param to when should the ray end?
  53269. * @returns PhysicsRaycastResult
  53270. */
  53271. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53272. }
  53273. }
  53274. declare module "babylonjs/Probes/reflectionProbe" {
  53275. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53276. import { Vector3 } from "babylonjs/Maths/math.vector";
  53277. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53278. import { Nullable } from "babylonjs/types";
  53279. import { Scene } from "babylonjs/scene";
  53280. module "babylonjs/abstractScene" {
  53281. interface AbstractScene {
  53282. /**
  53283. * The list of reflection probes added to the scene
  53284. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53285. */
  53286. reflectionProbes: Array<ReflectionProbe>;
  53287. /**
  53288. * Removes the given reflection probe from this scene.
  53289. * @param toRemove The reflection probe to remove
  53290. * @returns The index of the removed reflection probe
  53291. */
  53292. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53293. /**
  53294. * Adds the given reflection probe to this scene.
  53295. * @param newReflectionProbe The reflection probe to add
  53296. */
  53297. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53298. }
  53299. }
  53300. /**
  53301. * Class used to generate realtime reflection / refraction cube textures
  53302. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53303. */
  53304. export class ReflectionProbe {
  53305. /** defines the name of the probe */
  53306. name: string;
  53307. private _scene;
  53308. private _renderTargetTexture;
  53309. private _projectionMatrix;
  53310. private _viewMatrix;
  53311. private _target;
  53312. private _add;
  53313. private _attachedMesh;
  53314. private _invertYAxis;
  53315. /** Gets or sets probe position (center of the cube map) */
  53316. position: Vector3;
  53317. /**
  53318. * Creates a new reflection probe
  53319. * @param name defines the name of the probe
  53320. * @param size defines the texture resolution (for each face)
  53321. * @param scene defines the hosting scene
  53322. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53323. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53324. */
  53325. constructor(
  53326. /** defines the name of the probe */
  53327. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53328. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53329. samples: number;
  53330. /** Gets or sets the refresh rate to use (on every frame by default) */
  53331. refreshRate: number;
  53332. /**
  53333. * Gets the hosting scene
  53334. * @returns a Scene
  53335. */
  53336. getScene(): Scene;
  53337. /** Gets the internal CubeTexture used to render to */
  53338. readonly cubeTexture: RenderTargetTexture;
  53339. /** Gets the list of meshes to render */
  53340. readonly renderList: Nullable<AbstractMesh[]>;
  53341. /**
  53342. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53343. * @param mesh defines the mesh to attach to
  53344. */
  53345. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53346. /**
  53347. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53348. * @param renderingGroupId The rendering group id corresponding to its index
  53349. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53350. */
  53351. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53352. /**
  53353. * Clean all associated resources
  53354. */
  53355. dispose(): void;
  53356. /**
  53357. * Converts the reflection probe information to a readable string for debug purpose.
  53358. * @param fullDetails Supports for multiple levels of logging within scene loading
  53359. * @returns the human readable reflection probe info
  53360. */
  53361. toString(fullDetails?: boolean): string;
  53362. /**
  53363. * Get the class name of the relfection probe.
  53364. * @returns "ReflectionProbe"
  53365. */
  53366. getClassName(): string;
  53367. /**
  53368. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53369. * @returns The JSON representation of the texture
  53370. */
  53371. serialize(): any;
  53372. /**
  53373. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53374. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53375. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53376. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53377. * @returns The parsed reflection probe if successful
  53378. */
  53379. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53380. }
  53381. }
  53382. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53383. /** @hidden */
  53384. export var _BabylonLoaderRegistered: boolean;
  53385. }
  53386. declare module "babylonjs/Loading/Plugins/index" {
  53387. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53388. }
  53389. declare module "babylonjs/Loading/index" {
  53390. export * from "babylonjs/Loading/loadingScreen";
  53391. export * from "babylonjs/Loading/Plugins/index";
  53392. export * from "babylonjs/Loading/sceneLoader";
  53393. export * from "babylonjs/Loading/sceneLoaderFlags";
  53394. }
  53395. declare module "babylonjs/Materials/Background/index" {
  53396. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53397. }
  53398. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53399. import { Scene } from "babylonjs/scene";
  53400. import { Color3 } from "babylonjs/Maths/math.color";
  53401. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53402. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53403. /**
  53404. * The Physically based simple base material of BJS.
  53405. *
  53406. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53407. * It is used as the base class for both the specGloss and metalRough conventions.
  53408. */
  53409. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53410. /**
  53411. * Number of Simultaneous lights allowed on the material.
  53412. */
  53413. maxSimultaneousLights: number;
  53414. /**
  53415. * If sets to true, disables all the lights affecting the material.
  53416. */
  53417. disableLighting: boolean;
  53418. /**
  53419. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53420. */
  53421. environmentTexture: BaseTexture;
  53422. /**
  53423. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53424. */
  53425. invertNormalMapX: boolean;
  53426. /**
  53427. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53428. */
  53429. invertNormalMapY: boolean;
  53430. /**
  53431. * Normal map used in the model.
  53432. */
  53433. normalTexture: BaseTexture;
  53434. /**
  53435. * Emissivie color used to self-illuminate the model.
  53436. */
  53437. emissiveColor: Color3;
  53438. /**
  53439. * Emissivie texture used to self-illuminate the model.
  53440. */
  53441. emissiveTexture: BaseTexture;
  53442. /**
  53443. * Occlusion Channel Strenght.
  53444. */
  53445. occlusionStrength: number;
  53446. /**
  53447. * Occlusion Texture of the material (adding extra occlusion effects).
  53448. */
  53449. occlusionTexture: BaseTexture;
  53450. /**
  53451. * Defines the alpha limits in alpha test mode.
  53452. */
  53453. alphaCutOff: number;
  53454. /**
  53455. * Gets the current double sided mode.
  53456. */
  53457. /**
  53458. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53459. */
  53460. doubleSided: boolean;
  53461. /**
  53462. * Stores the pre-calculated light information of a mesh in a texture.
  53463. */
  53464. lightmapTexture: BaseTexture;
  53465. /**
  53466. * If true, the light map contains occlusion information instead of lighting info.
  53467. */
  53468. useLightmapAsShadowmap: boolean;
  53469. /**
  53470. * Instantiates a new PBRMaterial instance.
  53471. *
  53472. * @param name The material name
  53473. * @param scene The scene the material will be use in.
  53474. */
  53475. constructor(name: string, scene: Scene);
  53476. getClassName(): string;
  53477. }
  53478. }
  53479. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53480. import { Scene } from "babylonjs/scene";
  53481. import { Color3 } from "babylonjs/Maths/math.color";
  53482. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53483. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53484. /**
  53485. * The PBR material of BJS following the metal roughness convention.
  53486. *
  53487. * This fits to the PBR convention in the GLTF definition:
  53488. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53489. */
  53490. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53491. /**
  53492. * The base color has two different interpretations depending on the value of metalness.
  53493. * When the material is a metal, the base color is the specific measured reflectance value
  53494. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53495. * of the material.
  53496. */
  53497. baseColor: Color3;
  53498. /**
  53499. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53500. * well as opacity information in the alpha channel.
  53501. */
  53502. baseTexture: BaseTexture;
  53503. /**
  53504. * Specifies the metallic scalar value of the material.
  53505. * Can also be used to scale the metalness values of the metallic texture.
  53506. */
  53507. metallic: number;
  53508. /**
  53509. * Specifies the roughness scalar value of the material.
  53510. * Can also be used to scale the roughness values of the metallic texture.
  53511. */
  53512. roughness: number;
  53513. /**
  53514. * Texture containing both the metallic value in the B channel and the
  53515. * roughness value in the G channel to keep better precision.
  53516. */
  53517. metallicRoughnessTexture: BaseTexture;
  53518. /**
  53519. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53520. *
  53521. * @param name The material name
  53522. * @param scene The scene the material will be use in.
  53523. */
  53524. constructor(name: string, scene: Scene);
  53525. /**
  53526. * Return the currrent class name of the material.
  53527. */
  53528. getClassName(): string;
  53529. /**
  53530. * Makes a duplicate of the current material.
  53531. * @param name - name to use for the new material.
  53532. */
  53533. clone(name: string): PBRMetallicRoughnessMaterial;
  53534. /**
  53535. * Serialize the material to a parsable JSON object.
  53536. */
  53537. serialize(): any;
  53538. /**
  53539. * Parses a JSON object correponding to the serialize function.
  53540. */
  53541. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53542. }
  53543. }
  53544. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53545. import { Scene } from "babylonjs/scene";
  53546. import { Color3 } from "babylonjs/Maths/math.color";
  53547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53548. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53549. /**
  53550. * The PBR material of BJS following the specular glossiness convention.
  53551. *
  53552. * This fits to the PBR convention in the GLTF definition:
  53553. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53554. */
  53555. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53556. /**
  53557. * Specifies the diffuse color of the material.
  53558. */
  53559. diffuseColor: Color3;
  53560. /**
  53561. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53562. * channel.
  53563. */
  53564. diffuseTexture: BaseTexture;
  53565. /**
  53566. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53567. */
  53568. specularColor: Color3;
  53569. /**
  53570. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53571. */
  53572. glossiness: number;
  53573. /**
  53574. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53575. */
  53576. specularGlossinessTexture: BaseTexture;
  53577. /**
  53578. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53579. *
  53580. * @param name The material name
  53581. * @param scene The scene the material will be use in.
  53582. */
  53583. constructor(name: string, scene: Scene);
  53584. /**
  53585. * Return the currrent class name of the material.
  53586. */
  53587. getClassName(): string;
  53588. /**
  53589. * Makes a duplicate of the current material.
  53590. * @param name - name to use for the new material.
  53591. */
  53592. clone(name: string): PBRSpecularGlossinessMaterial;
  53593. /**
  53594. * Serialize the material to a parsable JSON object.
  53595. */
  53596. serialize(): any;
  53597. /**
  53598. * Parses a JSON object correponding to the serialize function.
  53599. */
  53600. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53601. }
  53602. }
  53603. declare module "babylonjs/Materials/PBR/index" {
  53604. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53605. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53606. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53607. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53608. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53609. }
  53610. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53611. import { Nullable } from "babylonjs/types";
  53612. import { Scene } from "babylonjs/scene";
  53613. import { Matrix } from "babylonjs/Maths/math.vector";
  53614. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53615. /**
  53616. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53617. * It can help converting any input color in a desired output one. This can then be used to create effects
  53618. * from sepia, black and white to sixties or futuristic rendering...
  53619. *
  53620. * The only supported format is currently 3dl.
  53621. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53622. */
  53623. export class ColorGradingTexture extends BaseTexture {
  53624. /**
  53625. * The current texture matrix. (will always be identity in color grading texture)
  53626. */
  53627. private _textureMatrix;
  53628. /**
  53629. * The texture URL.
  53630. */
  53631. url: string;
  53632. /**
  53633. * Empty line regex stored for GC.
  53634. */
  53635. private static _noneEmptyLineRegex;
  53636. private _engine;
  53637. /**
  53638. * Instantiates a ColorGradingTexture from the following parameters.
  53639. *
  53640. * @param url The location of the color gradind data (currently only supporting 3dl)
  53641. * @param scene The scene the texture will be used in
  53642. */
  53643. constructor(url: string, scene: Scene);
  53644. /**
  53645. * Returns the texture matrix used in most of the material.
  53646. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53647. */
  53648. getTextureMatrix(): Matrix;
  53649. /**
  53650. * Occurs when the file being loaded is a .3dl LUT file.
  53651. */
  53652. private load3dlTexture;
  53653. /**
  53654. * Starts the loading process of the texture.
  53655. */
  53656. private loadTexture;
  53657. /**
  53658. * Clones the color gradind texture.
  53659. */
  53660. clone(): ColorGradingTexture;
  53661. /**
  53662. * Called during delayed load for textures.
  53663. */
  53664. delayLoad(): void;
  53665. /**
  53666. * Parses a color grading texture serialized by Babylon.
  53667. * @param parsedTexture The texture information being parsedTexture
  53668. * @param scene The scene to load the texture in
  53669. * @param rootUrl The root url of the data assets to load
  53670. * @return A color gradind texture
  53671. */
  53672. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53673. /**
  53674. * Serializes the LUT texture to json format.
  53675. */
  53676. serialize(): any;
  53677. }
  53678. }
  53679. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53680. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53681. import { Scene } from "babylonjs/scene";
  53682. import { Nullable } from "babylonjs/types";
  53683. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53684. /**
  53685. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53686. */
  53687. export class EquiRectangularCubeTexture extends BaseTexture {
  53688. /** The six faces of the cube. */
  53689. private static _FacesMapping;
  53690. private _noMipmap;
  53691. private _onLoad;
  53692. private _onError;
  53693. /** The size of the cubemap. */
  53694. private _size;
  53695. /** The buffer of the image. */
  53696. private _buffer;
  53697. /** The width of the input image. */
  53698. private _width;
  53699. /** The height of the input image. */
  53700. private _height;
  53701. /** The URL to the image. */
  53702. url: string;
  53703. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53704. coordinatesMode: number;
  53705. /**
  53706. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53707. * @param url The location of the image
  53708. * @param scene The scene the texture will be used in
  53709. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53710. * @param noMipmap Forces to not generate the mipmap if true
  53711. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53712. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53713. * @param onLoad — defines a callback called when texture is loaded
  53714. * @param onError — defines a callback called if there is an error
  53715. */
  53716. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53717. /**
  53718. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53719. */
  53720. private loadImage;
  53721. /**
  53722. * Convert the image buffer into a cubemap and create a CubeTexture.
  53723. */
  53724. private loadTexture;
  53725. /**
  53726. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53727. * @param buffer The ArrayBuffer that should be converted.
  53728. * @returns The buffer as Float32Array.
  53729. */
  53730. private getFloat32ArrayFromArrayBuffer;
  53731. /**
  53732. * Get the current class name of the texture useful for serialization or dynamic coding.
  53733. * @returns "EquiRectangularCubeTexture"
  53734. */
  53735. getClassName(): string;
  53736. /**
  53737. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53738. * @returns A clone of the current EquiRectangularCubeTexture.
  53739. */
  53740. clone(): EquiRectangularCubeTexture;
  53741. }
  53742. }
  53743. declare module "babylonjs/Misc/tga" {
  53744. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53745. /**
  53746. * Based on jsTGALoader - Javascript loader for TGA file
  53747. * By Vincent Thibault
  53748. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53749. */
  53750. export class TGATools {
  53751. private static _TYPE_INDEXED;
  53752. private static _TYPE_RGB;
  53753. private static _TYPE_GREY;
  53754. private static _TYPE_RLE_INDEXED;
  53755. private static _TYPE_RLE_RGB;
  53756. private static _TYPE_RLE_GREY;
  53757. private static _ORIGIN_MASK;
  53758. private static _ORIGIN_SHIFT;
  53759. private static _ORIGIN_BL;
  53760. private static _ORIGIN_BR;
  53761. private static _ORIGIN_UL;
  53762. private static _ORIGIN_UR;
  53763. /**
  53764. * Gets the header of a TGA file
  53765. * @param data defines the TGA data
  53766. * @returns the header
  53767. */
  53768. static GetTGAHeader(data: Uint8Array): any;
  53769. /**
  53770. * Uploads TGA content to a Babylon Texture
  53771. * @hidden
  53772. */
  53773. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53774. /** @hidden */
  53775. 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;
  53776. /** @hidden */
  53777. 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;
  53778. /** @hidden */
  53779. 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;
  53780. /** @hidden */
  53781. 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;
  53782. /** @hidden */
  53783. 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;
  53784. /** @hidden */
  53785. 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;
  53786. }
  53787. }
  53788. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53789. import { Nullable } from "babylonjs/types";
  53790. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53791. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53792. /**
  53793. * Implementation of the TGA Texture Loader.
  53794. * @hidden
  53795. */
  53796. export class _TGATextureLoader implements IInternalTextureLoader {
  53797. /**
  53798. * Defines wether the loader supports cascade loading the different faces.
  53799. */
  53800. readonly supportCascades: boolean;
  53801. /**
  53802. * This returns if the loader support the current file information.
  53803. * @param extension defines the file extension of the file being loaded
  53804. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53805. * @param fallback defines the fallback internal texture if any
  53806. * @param isBase64 defines whether the texture is encoded as a base64
  53807. * @param isBuffer defines whether the texture data are stored as a buffer
  53808. * @returns true if the loader can load the specified file
  53809. */
  53810. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53811. /**
  53812. * Transform the url before loading if required.
  53813. * @param rootUrl the url of the texture
  53814. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53815. * @returns the transformed texture
  53816. */
  53817. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53818. /**
  53819. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53820. * @param rootUrl the url of the texture
  53821. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53822. * @returns the fallback texture
  53823. */
  53824. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53825. /**
  53826. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53827. * @param data contains the texture data
  53828. * @param texture defines the BabylonJS internal texture
  53829. * @param createPolynomials will be true if polynomials have been requested
  53830. * @param onLoad defines the callback to trigger once the texture is ready
  53831. * @param onError defines the callback to trigger in case of error
  53832. */
  53833. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53834. /**
  53835. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53836. * @param data contains the texture data
  53837. * @param texture defines the BabylonJS internal texture
  53838. * @param callback defines the method to call once ready to upload
  53839. */
  53840. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53841. }
  53842. }
  53843. declare module "babylonjs/Misc/basis" {
  53844. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53845. /**
  53846. * Info about the .basis files
  53847. */
  53848. class BasisFileInfo {
  53849. /**
  53850. * If the file has alpha
  53851. */
  53852. hasAlpha: boolean;
  53853. /**
  53854. * Info about each image of the basis file
  53855. */
  53856. images: Array<{
  53857. levels: Array<{
  53858. width: number;
  53859. height: number;
  53860. transcodedPixels: ArrayBufferView;
  53861. }>;
  53862. }>;
  53863. }
  53864. /**
  53865. * Result of transcoding a basis file
  53866. */
  53867. class TranscodeResult {
  53868. /**
  53869. * Info about the .basis file
  53870. */
  53871. fileInfo: BasisFileInfo;
  53872. /**
  53873. * Format to use when loading the file
  53874. */
  53875. format: number;
  53876. }
  53877. /**
  53878. * Configuration options for the Basis transcoder
  53879. */
  53880. export class BasisTranscodeConfiguration {
  53881. /**
  53882. * Supported compression formats used to determine the supported output format of the transcoder
  53883. */
  53884. supportedCompressionFormats?: {
  53885. /**
  53886. * etc1 compression format
  53887. */
  53888. etc1?: boolean;
  53889. /**
  53890. * s3tc compression format
  53891. */
  53892. s3tc?: boolean;
  53893. /**
  53894. * pvrtc compression format
  53895. */
  53896. pvrtc?: boolean;
  53897. /**
  53898. * etc2 compression format
  53899. */
  53900. etc2?: boolean;
  53901. };
  53902. /**
  53903. * If mipmap levels should be loaded for transcoded images (Default: true)
  53904. */
  53905. loadMipmapLevels?: boolean;
  53906. /**
  53907. * Index of a single image to load (Default: all images)
  53908. */
  53909. loadSingleImage?: number;
  53910. }
  53911. /**
  53912. * Used to load .Basis files
  53913. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53914. */
  53915. export class BasisTools {
  53916. private static _IgnoreSupportedFormats;
  53917. /**
  53918. * URL to use when loading the basis transcoder
  53919. */
  53920. static JSModuleURL: string;
  53921. /**
  53922. * URL to use when loading the wasm module for the transcoder
  53923. */
  53924. static WasmModuleURL: string;
  53925. /**
  53926. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53927. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53928. * @returns internal format corresponding to the Basis format
  53929. */
  53930. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53931. private static _WorkerPromise;
  53932. private static _Worker;
  53933. private static _actionId;
  53934. private static _CreateWorkerAsync;
  53935. /**
  53936. * Transcodes a loaded image file to compressed pixel data
  53937. * @param imageData image data to transcode
  53938. * @param config configuration options for the transcoding
  53939. * @returns a promise resulting in the transcoded image
  53940. */
  53941. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53942. /**
  53943. * Loads a texture from the transcode result
  53944. * @param texture texture load to
  53945. * @param transcodeResult the result of transcoding the basis file to load from
  53946. */
  53947. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53948. }
  53949. }
  53950. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53951. import { Nullable } from "babylonjs/types";
  53952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53953. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53954. /**
  53955. * Loader for .basis file format
  53956. */
  53957. export class _BasisTextureLoader implements IInternalTextureLoader {
  53958. /**
  53959. * Defines whether the loader supports cascade loading the different faces.
  53960. */
  53961. readonly supportCascades: boolean;
  53962. /**
  53963. * This returns if the loader support the current file information.
  53964. * @param extension defines the file extension of the file being loaded
  53965. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53966. * @param fallback defines the fallback internal texture if any
  53967. * @param isBase64 defines whether the texture is encoded as a base64
  53968. * @param isBuffer defines whether the texture data are stored as a buffer
  53969. * @returns true if the loader can load the specified file
  53970. */
  53971. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53972. /**
  53973. * Transform the url before loading if required.
  53974. * @param rootUrl the url of the texture
  53975. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53976. * @returns the transformed texture
  53977. */
  53978. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53979. /**
  53980. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53981. * @param rootUrl the url of the texture
  53982. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53983. * @returns the fallback texture
  53984. */
  53985. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53986. /**
  53987. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53988. * @param data contains the texture data
  53989. * @param texture defines the BabylonJS internal texture
  53990. * @param createPolynomials will be true if polynomials have been requested
  53991. * @param onLoad defines the callback to trigger once the texture is ready
  53992. * @param onError defines the callback to trigger in case of error
  53993. */
  53994. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53995. /**
  53996. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53997. * @param data contains the texture data
  53998. * @param texture defines the BabylonJS internal texture
  53999. * @param callback defines the method to call once ready to upload
  54000. */
  54001. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54002. }
  54003. }
  54004. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54005. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54006. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54007. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54008. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54009. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54010. }
  54011. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54012. import { Scene } from "babylonjs/scene";
  54013. import { Texture } from "babylonjs/Materials/Textures/texture";
  54014. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54015. /**
  54016. * 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.
  54017. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54018. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54019. */
  54020. export class CustomProceduralTexture extends ProceduralTexture {
  54021. private _animate;
  54022. private _time;
  54023. private _config;
  54024. private _texturePath;
  54025. /**
  54026. * Instantiates a new Custom Procedural Texture.
  54027. * 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.
  54028. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54029. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54030. * @param name Define the name of the texture
  54031. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54032. * @param size Define the size of the texture to create
  54033. * @param scene Define the scene the texture belongs to
  54034. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54035. * @param generateMipMaps Define if the texture should creates mip maps or not
  54036. */
  54037. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54038. private _loadJson;
  54039. /**
  54040. * Is the texture ready to be used ? (rendered at least once)
  54041. * @returns true if ready, otherwise, false.
  54042. */
  54043. isReady(): boolean;
  54044. /**
  54045. * Render the texture to its associated render target.
  54046. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54047. */
  54048. render(useCameraPostProcess?: boolean): void;
  54049. /**
  54050. * Update the list of dependant textures samplers in the shader.
  54051. */
  54052. updateTextures(): void;
  54053. /**
  54054. * Update the uniform values of the procedural texture in the shader.
  54055. */
  54056. updateShaderUniforms(): void;
  54057. /**
  54058. * Define if the texture animates or not.
  54059. */
  54060. animate: boolean;
  54061. }
  54062. }
  54063. declare module "babylonjs/Shaders/noise.fragment" {
  54064. /** @hidden */
  54065. export var noisePixelShader: {
  54066. name: string;
  54067. shader: string;
  54068. };
  54069. }
  54070. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54071. import { Nullable } from "babylonjs/types";
  54072. import { Scene } from "babylonjs/scene";
  54073. import { Texture } from "babylonjs/Materials/Textures/texture";
  54074. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54075. import "babylonjs/Shaders/noise.fragment";
  54076. /**
  54077. * Class used to generate noise procedural textures
  54078. */
  54079. export class NoiseProceduralTexture extends ProceduralTexture {
  54080. private _time;
  54081. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54082. brightness: number;
  54083. /** Defines the number of octaves to process */
  54084. octaves: number;
  54085. /** Defines the level of persistence (0.8 by default) */
  54086. persistence: number;
  54087. /** Gets or sets animation speed factor (default is 1) */
  54088. animationSpeedFactor: number;
  54089. /**
  54090. * Creates a new NoiseProceduralTexture
  54091. * @param name defines the name fo the texture
  54092. * @param size defines the size of the texture (default is 256)
  54093. * @param scene defines the hosting scene
  54094. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54095. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54096. */
  54097. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54098. private _updateShaderUniforms;
  54099. protected _getDefines(): string;
  54100. /** Generate the current state of the procedural texture */
  54101. render(useCameraPostProcess?: boolean): void;
  54102. /**
  54103. * Serializes this noise procedural texture
  54104. * @returns a serialized noise procedural texture object
  54105. */
  54106. serialize(): any;
  54107. /**
  54108. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54109. * @param parsedTexture defines parsed texture data
  54110. * @param scene defines the current scene
  54111. * @param rootUrl defines the root URL containing noise procedural texture information
  54112. * @returns a parsed NoiseProceduralTexture
  54113. */
  54114. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54115. }
  54116. }
  54117. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54118. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54119. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54120. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54121. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54122. }
  54123. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54124. import { Nullable } from "babylonjs/types";
  54125. import { Scene } from "babylonjs/scene";
  54126. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54127. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54128. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54129. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54130. /**
  54131. * Raw cube texture where the raw buffers are passed in
  54132. */
  54133. export class RawCubeTexture extends CubeTexture {
  54134. /**
  54135. * Creates a cube texture where the raw buffers are passed in.
  54136. * @param scene defines the scene the texture is attached to
  54137. * @param data defines the array of data to use to create each face
  54138. * @param size defines the size of the textures
  54139. * @param format defines the format of the data
  54140. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54141. * @param generateMipMaps defines if the engine should generate the mip levels
  54142. * @param invertY defines if data must be stored with Y axis inverted
  54143. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54144. * @param compression defines the compression used (null by default)
  54145. */
  54146. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54147. /**
  54148. * Updates the raw cube texture.
  54149. * @param data defines the data to store
  54150. * @param format defines the data format
  54151. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54152. * @param invertY defines if data must be stored with Y axis inverted
  54153. * @param compression defines the compression used (null by default)
  54154. * @param level defines which level of the texture to update
  54155. */
  54156. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54157. /**
  54158. * Updates a raw cube texture with RGBD encoded data.
  54159. * @param data defines the array of data [mipmap][face] to use to create each face
  54160. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54161. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54162. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54163. * @returns a promsie that resolves when the operation is complete
  54164. */
  54165. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54166. /**
  54167. * Clones the raw cube texture.
  54168. * @return a new cube texture
  54169. */
  54170. clone(): CubeTexture;
  54171. /** @hidden */
  54172. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54173. }
  54174. }
  54175. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54176. import { Scene } from "babylonjs/scene";
  54177. import { Texture } from "babylonjs/Materials/Textures/texture";
  54178. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54179. /**
  54180. * Class used to store 3D textures containing user data
  54181. */
  54182. export class RawTexture3D extends Texture {
  54183. /** Gets or sets the texture format to use */
  54184. format: number;
  54185. private _engine;
  54186. /**
  54187. * Create a new RawTexture3D
  54188. * @param data defines the data of the texture
  54189. * @param width defines the width of the texture
  54190. * @param height defines the height of the texture
  54191. * @param depth defines the depth of the texture
  54192. * @param format defines the texture format to use
  54193. * @param scene defines the hosting scene
  54194. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54195. * @param invertY defines if texture must be stored with Y axis inverted
  54196. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54197. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54198. */
  54199. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54200. /** Gets or sets the texture format to use */
  54201. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54202. /**
  54203. * Update the texture with new data
  54204. * @param data defines the data to store in the texture
  54205. */
  54206. update(data: ArrayBufferView): void;
  54207. }
  54208. }
  54209. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54210. import { Scene } from "babylonjs/scene";
  54211. import { Plane } from "babylonjs/Maths/math.plane";
  54212. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54213. /**
  54214. * Creates a refraction texture used by refraction channel of the standard material.
  54215. * It is like a mirror but to see through a material.
  54216. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54217. */
  54218. export class RefractionTexture extends RenderTargetTexture {
  54219. /**
  54220. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54221. * 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.
  54222. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54223. */
  54224. refractionPlane: Plane;
  54225. /**
  54226. * Define how deep under the surface we should see.
  54227. */
  54228. depth: number;
  54229. /**
  54230. * Creates a refraction texture used by refraction channel of the standard material.
  54231. * It is like a mirror but to see through a material.
  54232. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54233. * @param name Define the texture name
  54234. * @param size Define the size of the underlying texture
  54235. * @param scene Define the scene the refraction belongs to
  54236. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54237. */
  54238. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54239. /**
  54240. * Clone the refraction texture.
  54241. * @returns the cloned texture
  54242. */
  54243. clone(): RefractionTexture;
  54244. /**
  54245. * Serialize the texture to a JSON representation you could use in Parse later on
  54246. * @returns the serialized JSON representation
  54247. */
  54248. serialize(): any;
  54249. }
  54250. }
  54251. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54252. import { Nullable } from "babylonjs/types";
  54253. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54254. import { Matrix } from "babylonjs/Maths/math.vector";
  54255. import { Engine } from "babylonjs/Engines/engine";
  54256. import { Scene } from "babylonjs/scene";
  54257. /**
  54258. * Defines the options related to the creation of an HtmlElementTexture
  54259. */
  54260. export interface IHtmlElementTextureOptions {
  54261. /**
  54262. * Defines wether mip maps should be created or not.
  54263. */
  54264. generateMipMaps?: boolean;
  54265. /**
  54266. * Defines the sampling mode of the texture.
  54267. */
  54268. samplingMode?: number;
  54269. /**
  54270. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54271. */
  54272. engine: Nullable<Engine>;
  54273. /**
  54274. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54275. */
  54276. scene: Nullable<Scene>;
  54277. }
  54278. /**
  54279. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54280. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54281. * is automatically managed.
  54282. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54283. * in your application.
  54284. *
  54285. * As the update is not automatic, you need to call them manually.
  54286. */
  54287. export class HtmlElementTexture extends BaseTexture {
  54288. /**
  54289. * The texture URL.
  54290. */
  54291. element: HTMLVideoElement | HTMLCanvasElement;
  54292. private static readonly DefaultOptions;
  54293. private _textureMatrix;
  54294. private _engine;
  54295. private _isVideo;
  54296. private _generateMipMaps;
  54297. private _samplingMode;
  54298. /**
  54299. * Instantiates a HtmlElementTexture from the following parameters.
  54300. *
  54301. * @param name Defines the name of the texture
  54302. * @param element Defines the video or canvas the texture is filled with
  54303. * @param options Defines the other none mandatory texture creation options
  54304. */
  54305. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54306. private _createInternalTexture;
  54307. /**
  54308. * Returns the texture matrix used in most of the material.
  54309. */
  54310. getTextureMatrix(): Matrix;
  54311. /**
  54312. * Updates the content of the texture.
  54313. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54314. */
  54315. update(invertY?: Nullable<boolean>): void;
  54316. }
  54317. }
  54318. declare module "babylonjs/Materials/Textures/index" {
  54319. export * from "babylonjs/Materials/Textures/baseTexture";
  54320. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54321. export * from "babylonjs/Materials/Textures/cubeTexture";
  54322. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54323. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54324. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54325. export * from "babylonjs/Materials/Textures/internalTexture";
  54326. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54327. export * from "babylonjs/Materials/Textures/Loaders/index";
  54328. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54329. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54330. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54331. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54332. export * from "babylonjs/Materials/Textures/rawTexture";
  54333. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54334. export * from "babylonjs/Materials/Textures/refractionTexture";
  54335. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54336. export * from "babylonjs/Materials/Textures/texture";
  54337. export * from "babylonjs/Materials/Textures/videoTexture";
  54338. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54339. }
  54340. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54341. /**
  54342. * Enum used to define the target of a block
  54343. */
  54344. export enum NodeMaterialBlockTargets {
  54345. /** Vertex shader */
  54346. Vertex = 1,
  54347. /** Fragment shader */
  54348. Fragment = 2,
  54349. /** Neutral */
  54350. Neutral = 4,
  54351. /** Vertex and Fragment */
  54352. VertexAndFragment = 3
  54353. }
  54354. }
  54355. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54356. /**
  54357. * Defines the kind of connection point for node based material
  54358. */
  54359. export enum NodeMaterialBlockConnectionPointTypes {
  54360. /** Float */
  54361. Float = 1,
  54362. /** Int */
  54363. Int = 2,
  54364. /** Vector2 */
  54365. Vector2 = 4,
  54366. /** Vector3 */
  54367. Vector3 = 8,
  54368. /** Vector4 */
  54369. Vector4 = 16,
  54370. /** Color3 */
  54371. Color3 = 32,
  54372. /** Color4 */
  54373. Color4 = 64,
  54374. /** Matrix */
  54375. Matrix = 128,
  54376. /** Detect type based on connection */
  54377. AutoDetect = 1024,
  54378. /** Output type that will be defined by input type */
  54379. BasedOnInput = 2048
  54380. }
  54381. }
  54382. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54383. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54384. /**
  54385. * Root class for all node material optimizers
  54386. */
  54387. export class NodeMaterialOptimizer {
  54388. /**
  54389. * Function used to optimize a NodeMaterial graph
  54390. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54391. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54392. */
  54393. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54394. }
  54395. }
  54396. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54397. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54398. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54399. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54400. import { Scene } from "babylonjs/scene";
  54401. /**
  54402. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54403. */
  54404. export class TransformBlock extends NodeMaterialBlock {
  54405. /**
  54406. * Defines the value to use to complement W value to transform it to a Vector4
  54407. */
  54408. complementW: number;
  54409. /**
  54410. * Defines the value to use to complement z value to transform it to a Vector4
  54411. */
  54412. complementZ: number;
  54413. /**
  54414. * Creates a new TransformBlock
  54415. * @param name defines the block name
  54416. */
  54417. constructor(name: string);
  54418. /**
  54419. * Gets the current class name
  54420. * @returns the class name
  54421. */
  54422. getClassName(): string;
  54423. /**
  54424. * Gets the vector input
  54425. */
  54426. readonly vector: NodeMaterialConnectionPoint;
  54427. /**
  54428. * Gets the output component
  54429. */
  54430. readonly output: NodeMaterialConnectionPoint;
  54431. /**
  54432. * Gets the matrix transform input
  54433. */
  54434. readonly transform: NodeMaterialConnectionPoint;
  54435. protected _buildBlock(state: NodeMaterialBuildState): this;
  54436. serialize(): any;
  54437. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54438. protected _dumpPropertiesCode(): string;
  54439. }
  54440. }
  54441. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54442. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54443. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54444. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54445. /**
  54446. * Block used to output the vertex position
  54447. */
  54448. export class VertexOutputBlock extends NodeMaterialBlock {
  54449. /**
  54450. * Creates a new VertexOutputBlock
  54451. * @param name defines the block name
  54452. */
  54453. constructor(name: string);
  54454. /**
  54455. * Gets the current class name
  54456. * @returns the class name
  54457. */
  54458. getClassName(): string;
  54459. /**
  54460. * Gets the vector input component
  54461. */
  54462. readonly vector: NodeMaterialConnectionPoint;
  54463. protected _buildBlock(state: NodeMaterialBuildState): this;
  54464. }
  54465. }
  54466. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54467. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54468. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54469. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54470. /**
  54471. * Block used to output the final color
  54472. */
  54473. export class FragmentOutputBlock extends NodeMaterialBlock {
  54474. /**
  54475. * Create a new FragmentOutputBlock
  54476. * @param name defines the block name
  54477. */
  54478. constructor(name: string);
  54479. /**
  54480. * Gets the current class name
  54481. * @returns the class name
  54482. */
  54483. getClassName(): string;
  54484. /**
  54485. * Gets the rgba input component
  54486. */
  54487. readonly rgba: NodeMaterialConnectionPoint;
  54488. /**
  54489. * Gets the rgb input component
  54490. */
  54491. readonly rgb: NodeMaterialConnectionPoint;
  54492. /**
  54493. * Gets the a input component
  54494. */
  54495. readonly a: NodeMaterialConnectionPoint;
  54496. protected _buildBlock(state: NodeMaterialBuildState): this;
  54497. }
  54498. }
  54499. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54500. /**
  54501. * Enum used to define system values e.g. values automatically provided by the system
  54502. */
  54503. export enum NodeMaterialSystemValues {
  54504. /** World */
  54505. World = 1,
  54506. /** View */
  54507. View = 2,
  54508. /** Projection */
  54509. Projection = 3,
  54510. /** ViewProjection */
  54511. ViewProjection = 4,
  54512. /** WorldView */
  54513. WorldView = 5,
  54514. /** WorldViewProjection */
  54515. WorldViewProjection = 6,
  54516. /** CameraPosition */
  54517. CameraPosition = 7,
  54518. /** Fog Color */
  54519. FogColor = 8
  54520. }
  54521. }
  54522. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54523. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54524. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54525. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54526. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54527. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54528. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54529. import { Effect } from "babylonjs/Materials/effect";
  54530. import { Mesh } from "babylonjs/Meshes/mesh";
  54531. import { Nullable } from "babylonjs/types";
  54532. import { Scene } from "babylonjs/scene";
  54533. /**
  54534. * Block used to read a reflection texture from a sampler
  54535. */
  54536. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54537. private _define3DName;
  54538. private _defineCubicName;
  54539. private _defineExplicitName;
  54540. private _defineProjectionName;
  54541. private _defineLocalCubicName;
  54542. private _defineSphericalName;
  54543. private _definePlanarName;
  54544. private _defineEquirectangularName;
  54545. private _defineMirroredEquirectangularFixedName;
  54546. private _defineEquirectangularFixedName;
  54547. private _defineSkyboxName;
  54548. private _cubeSamplerName;
  54549. private _2DSamplerName;
  54550. private _positionUVWName;
  54551. private _directionWName;
  54552. private _reflectionCoordsName;
  54553. private _reflection2DCoordsName;
  54554. private _reflectionColorName;
  54555. private _reflectionMatrixName;
  54556. /**
  54557. * Gets or sets the texture associated with the node
  54558. */
  54559. texture: Nullable<BaseTexture>;
  54560. /**
  54561. * Create a new TextureBlock
  54562. * @param name defines the block name
  54563. */
  54564. constructor(name: string);
  54565. /**
  54566. * Gets the current class name
  54567. * @returns the class name
  54568. */
  54569. getClassName(): string;
  54570. /**
  54571. * Gets the world position input component
  54572. */
  54573. readonly position: NodeMaterialConnectionPoint;
  54574. /**
  54575. * Gets the world position input component
  54576. */
  54577. readonly worldPosition: NodeMaterialConnectionPoint;
  54578. /**
  54579. * Gets the world normal input component
  54580. */
  54581. readonly worldNormal: NodeMaterialConnectionPoint;
  54582. /**
  54583. * Gets the world input component
  54584. */
  54585. readonly world: NodeMaterialConnectionPoint;
  54586. /**
  54587. * Gets the camera (or eye) position component
  54588. */
  54589. readonly cameraPosition: NodeMaterialConnectionPoint;
  54590. /**
  54591. * Gets the view input component
  54592. */
  54593. readonly view: NodeMaterialConnectionPoint;
  54594. /**
  54595. * Gets the rgb output component
  54596. */
  54597. readonly rgb: NodeMaterialConnectionPoint;
  54598. /**
  54599. * Gets the r output component
  54600. */
  54601. readonly r: NodeMaterialConnectionPoint;
  54602. /**
  54603. * Gets the g output component
  54604. */
  54605. readonly g: NodeMaterialConnectionPoint;
  54606. /**
  54607. * Gets the b output component
  54608. */
  54609. readonly b: NodeMaterialConnectionPoint;
  54610. autoConfigure(material: NodeMaterial): void;
  54611. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54612. isReady(): boolean;
  54613. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54614. private _injectVertexCode;
  54615. private _writeOutput;
  54616. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54617. serialize(): any;
  54618. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54619. }
  54620. }
  54621. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54622. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54623. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54624. import { Scene } from "babylonjs/scene";
  54625. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54626. import { Matrix } from "babylonjs/Maths/math.vector";
  54627. import { Mesh } from "babylonjs/Meshes/mesh";
  54628. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54629. import { Observable } from "babylonjs/Misc/observable";
  54630. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54631. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54632. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54633. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54634. import { Nullable } from "babylonjs/types";
  54635. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54636. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54637. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54638. /**
  54639. * Interface used to configure the node material editor
  54640. */
  54641. export interface INodeMaterialEditorOptions {
  54642. /** Define the URl to load node editor script */
  54643. editorURL?: string;
  54644. }
  54645. /** @hidden */
  54646. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54647. /** BONES */
  54648. NUM_BONE_INFLUENCERS: number;
  54649. BonesPerMesh: number;
  54650. BONETEXTURE: boolean;
  54651. /** MORPH TARGETS */
  54652. MORPHTARGETS: boolean;
  54653. MORPHTARGETS_NORMAL: boolean;
  54654. MORPHTARGETS_TANGENT: boolean;
  54655. MORPHTARGETS_UV: boolean;
  54656. NUM_MORPH_INFLUENCERS: number;
  54657. /** IMAGE PROCESSING */
  54658. IMAGEPROCESSING: boolean;
  54659. VIGNETTE: boolean;
  54660. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54661. VIGNETTEBLENDMODEOPAQUE: boolean;
  54662. TONEMAPPING: boolean;
  54663. TONEMAPPING_ACES: boolean;
  54664. CONTRAST: boolean;
  54665. EXPOSURE: boolean;
  54666. COLORCURVES: boolean;
  54667. COLORGRADING: boolean;
  54668. COLORGRADING3D: boolean;
  54669. SAMPLER3DGREENDEPTH: boolean;
  54670. SAMPLER3DBGRMAP: boolean;
  54671. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54672. constructor();
  54673. setValue(name: string, value: boolean): void;
  54674. }
  54675. /**
  54676. * Class used to configure NodeMaterial
  54677. */
  54678. export interface INodeMaterialOptions {
  54679. /**
  54680. * Defines if blocks should emit comments
  54681. */
  54682. emitComments: boolean;
  54683. }
  54684. /**
  54685. * Class used to create a node based material built by assembling shader blocks
  54686. */
  54687. export class NodeMaterial extends PushMaterial {
  54688. private static _BuildIdGenerator;
  54689. private _options;
  54690. private _vertexCompilationState;
  54691. private _fragmentCompilationState;
  54692. private _sharedData;
  54693. private _buildId;
  54694. private _buildWasSuccessful;
  54695. private _cachedWorldViewMatrix;
  54696. private _cachedWorldViewProjectionMatrix;
  54697. private _optimizers;
  54698. private _animationFrame;
  54699. /** Define the URl to load node editor script */
  54700. static EditorURL: string;
  54701. private BJSNODEMATERIALEDITOR;
  54702. /** Get the inspector from bundle or global */
  54703. private _getGlobalNodeMaterialEditor;
  54704. /**
  54705. * 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)
  54706. */
  54707. ignoreAlpha: boolean;
  54708. /**
  54709. * Defines the maximum number of lights that can be used in the material
  54710. */
  54711. maxSimultaneousLights: number;
  54712. /**
  54713. * Observable raised when the material is built
  54714. */
  54715. onBuildObservable: Observable<NodeMaterial>;
  54716. /**
  54717. * Gets or sets the root nodes of the material vertex shader
  54718. */
  54719. _vertexOutputNodes: NodeMaterialBlock[];
  54720. /**
  54721. * Gets or sets the root nodes of the material fragment (pixel) shader
  54722. */
  54723. _fragmentOutputNodes: NodeMaterialBlock[];
  54724. /** Gets or sets options to control the node material overall behavior */
  54725. options: INodeMaterialOptions;
  54726. /**
  54727. * Default configuration related to image processing available in the standard Material.
  54728. */
  54729. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54730. /**
  54731. * Gets the image processing configuration used either in this material.
  54732. */
  54733. /**
  54734. * Sets the Default image processing configuration used either in the this material.
  54735. *
  54736. * If sets to null, the scene one is in use.
  54737. */
  54738. imageProcessingConfiguration: ImageProcessingConfiguration;
  54739. /**
  54740. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54741. */
  54742. attachedBlocks: NodeMaterialBlock[];
  54743. /**
  54744. * Create a new node based material
  54745. * @param name defines the material name
  54746. * @param scene defines the hosting scene
  54747. * @param options defines creation option
  54748. */
  54749. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54750. /**
  54751. * Gets the current class name of the material e.g. "NodeMaterial"
  54752. * @returns the class name
  54753. */
  54754. getClassName(): string;
  54755. /**
  54756. * Keep track of the image processing observer to allow dispose and replace.
  54757. */
  54758. private _imageProcessingObserver;
  54759. /**
  54760. * Attaches a new image processing configuration to the Standard Material.
  54761. * @param configuration
  54762. */
  54763. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54764. /**
  54765. * Get a block by its name
  54766. * @param name defines the name of the block to retrieve
  54767. * @returns the required block or null if not found
  54768. */
  54769. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54770. /**
  54771. * Get a block by its name
  54772. * @param predicate defines the predicate used to find the good candidate
  54773. * @returns the required block or null if not found
  54774. */
  54775. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54776. /**
  54777. * Get an input block by its name
  54778. * @param predicate defines the predicate used to find the good candidate
  54779. * @returns the required input block or null if not found
  54780. */
  54781. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54782. /**
  54783. * Gets the list of input blocks attached to this material
  54784. * @returns an array of InputBlocks
  54785. */
  54786. getInputBlocks(): InputBlock[];
  54787. /**
  54788. * Adds a new optimizer to the list of optimizers
  54789. * @param optimizer defines the optimizers to add
  54790. * @returns the current material
  54791. */
  54792. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54793. /**
  54794. * Remove an optimizer from the list of optimizers
  54795. * @param optimizer defines the optimizers to remove
  54796. * @returns the current material
  54797. */
  54798. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54799. /**
  54800. * Add a new block to the list of output nodes
  54801. * @param node defines the node to add
  54802. * @returns the current material
  54803. */
  54804. addOutputNode(node: NodeMaterialBlock): this;
  54805. /**
  54806. * Remove a block from the list of root nodes
  54807. * @param node defines the node to remove
  54808. * @returns the current material
  54809. */
  54810. removeOutputNode(node: NodeMaterialBlock): this;
  54811. private _addVertexOutputNode;
  54812. private _removeVertexOutputNode;
  54813. private _addFragmentOutputNode;
  54814. private _removeFragmentOutputNode;
  54815. /**
  54816. * Specifies if the material will require alpha blending
  54817. * @returns a boolean specifying if alpha blending is needed
  54818. */
  54819. needAlphaBlending(): boolean;
  54820. /**
  54821. * Specifies if this material should be rendered in alpha test mode
  54822. * @returns a boolean specifying if an alpha test is needed.
  54823. */
  54824. needAlphaTesting(): boolean;
  54825. private _initializeBlock;
  54826. private _resetDualBlocks;
  54827. /**
  54828. * Build the material and generates the inner effect
  54829. * @param verbose defines if the build should log activity
  54830. */
  54831. build(verbose?: boolean): void;
  54832. /**
  54833. * Runs an otpimization phase to try to improve the shader code
  54834. */
  54835. optimize(): void;
  54836. private _prepareDefinesForAttributes;
  54837. /**
  54838. * Get if the submesh is ready to be used and all its information available.
  54839. * Child classes can use it to update shaders
  54840. * @param mesh defines the mesh to check
  54841. * @param subMesh defines which submesh to check
  54842. * @param useInstances specifies that instances should be used
  54843. * @returns a boolean indicating that the submesh is ready or not
  54844. */
  54845. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54846. /**
  54847. * Get a string representing the shaders built by the current node graph
  54848. */
  54849. readonly compiledShaders: string;
  54850. /**
  54851. * Binds the world matrix to the material
  54852. * @param world defines the world transformation matrix
  54853. */
  54854. bindOnlyWorldMatrix(world: Matrix): void;
  54855. /**
  54856. * Binds the submesh to this material by preparing the effect and shader to draw
  54857. * @param world defines the world transformation matrix
  54858. * @param mesh defines the mesh containing the submesh
  54859. * @param subMesh defines the submesh to bind the material to
  54860. */
  54861. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54862. /**
  54863. * Gets the active textures from the material
  54864. * @returns an array of textures
  54865. */
  54866. getActiveTextures(): BaseTexture[];
  54867. /**
  54868. * Gets the list of texture blocks
  54869. * @returns an array of texture blocks
  54870. */
  54871. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54872. /**
  54873. * Specifies if the material uses a texture
  54874. * @param texture defines the texture to check against the material
  54875. * @returns a boolean specifying if the material uses the texture
  54876. */
  54877. hasTexture(texture: BaseTexture): boolean;
  54878. /**
  54879. * Disposes the material
  54880. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54881. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54882. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54883. */
  54884. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54885. /** Creates the node editor window. */
  54886. private _createNodeEditor;
  54887. /**
  54888. * Launch the node material editor
  54889. * @param config Define the configuration of the editor
  54890. * @return a promise fulfilled when the node editor is visible
  54891. */
  54892. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54893. /**
  54894. * Clear the current material
  54895. */
  54896. clear(): void;
  54897. /**
  54898. * Clear the current material and set it to a default state
  54899. */
  54900. setToDefault(): void;
  54901. /**
  54902. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54903. * @param url defines the url to load from
  54904. * @returns a promise that will fullfil when the material is fully loaded
  54905. */
  54906. loadAsync(url: string): Promise<unknown>;
  54907. private _gatherBlocks;
  54908. /**
  54909. * Generate a string containing the code declaration required to create an equivalent of this material
  54910. * @returns a string
  54911. */
  54912. generateCode(): string;
  54913. /**
  54914. * Serializes this material in a JSON representation
  54915. * @returns the serialized material object
  54916. */
  54917. serialize(): any;
  54918. private _restoreConnections;
  54919. /**
  54920. * Clear the current graph and load a new one from a serialization object
  54921. * @param source defines the JSON representation of the material
  54922. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54923. */
  54924. loadFromSerialization(source: any, rootUrl?: string): void;
  54925. /**
  54926. * Creates a node material from parsed material data
  54927. * @param source defines the JSON representation of the material
  54928. * @param scene defines the hosting scene
  54929. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54930. * @returns a new node material
  54931. */
  54932. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54933. /**
  54934. * Creates a new node material set to default basic configuration
  54935. * @param name defines the name of the material
  54936. * @param scene defines the hosting scene
  54937. * @returns a new NodeMaterial
  54938. */
  54939. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54940. }
  54941. }
  54942. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54945. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54946. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54947. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54948. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54949. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54950. import { Effect } from "babylonjs/Materials/effect";
  54951. import { Mesh } from "babylonjs/Meshes/mesh";
  54952. import { Nullable } from "babylonjs/types";
  54953. import { Scene } from "babylonjs/scene";
  54954. /**
  54955. * Block used to read a texture from a sampler
  54956. */
  54957. export class TextureBlock extends NodeMaterialBlock {
  54958. private _defineName;
  54959. private _samplerName;
  54960. private _transformedUVName;
  54961. private _textureTransformName;
  54962. private _textureInfoName;
  54963. private _mainUVName;
  54964. private _mainUVDefineName;
  54965. /**
  54966. * Gets or sets the texture associated with the node
  54967. */
  54968. texture: Nullable<BaseTexture>;
  54969. /**
  54970. * Create a new TextureBlock
  54971. * @param name defines the block name
  54972. */
  54973. constructor(name: string);
  54974. /**
  54975. * Gets the current class name
  54976. * @returns the class name
  54977. */
  54978. getClassName(): string;
  54979. /**
  54980. * Gets the uv input component
  54981. */
  54982. readonly uv: NodeMaterialConnectionPoint;
  54983. /**
  54984. * Gets the rgba output component
  54985. */
  54986. readonly rgba: NodeMaterialConnectionPoint;
  54987. /**
  54988. * Gets the rgb output component
  54989. */
  54990. readonly rgb: NodeMaterialConnectionPoint;
  54991. /**
  54992. * Gets the r output component
  54993. */
  54994. readonly r: NodeMaterialConnectionPoint;
  54995. /**
  54996. * Gets the g output component
  54997. */
  54998. readonly g: NodeMaterialConnectionPoint;
  54999. /**
  55000. * Gets the b output component
  55001. */
  55002. readonly b: NodeMaterialConnectionPoint;
  55003. /**
  55004. * Gets the a output component
  55005. */
  55006. readonly a: NodeMaterialConnectionPoint;
  55007. readonly target: NodeMaterialBlockTargets;
  55008. autoConfigure(material: NodeMaterial): void;
  55009. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55010. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55011. isReady(): boolean;
  55012. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55013. private readonly _isMixed;
  55014. private _injectVertexCode;
  55015. private _writeOutput;
  55016. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55017. protected _dumpPropertiesCode(): string;
  55018. serialize(): any;
  55019. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55020. }
  55021. }
  55022. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55023. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55024. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55025. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55026. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55027. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55028. /**
  55029. * Class used to store shared data between 2 NodeMaterialBuildState
  55030. */
  55031. export class NodeMaterialBuildStateSharedData {
  55032. /**
  55033. * Gets the list of emitted varyings
  55034. */
  55035. temps: string[];
  55036. /**
  55037. * Gets the list of emitted varyings
  55038. */
  55039. varyings: string[];
  55040. /**
  55041. * Gets the varying declaration string
  55042. */
  55043. varyingDeclaration: string;
  55044. /**
  55045. * Input blocks
  55046. */
  55047. inputBlocks: InputBlock[];
  55048. /**
  55049. * Input blocks
  55050. */
  55051. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55052. /**
  55053. * Bindable blocks (Blocks that need to set data to the effect)
  55054. */
  55055. bindableBlocks: NodeMaterialBlock[];
  55056. /**
  55057. * List of blocks that can provide a compilation fallback
  55058. */
  55059. blocksWithFallbacks: NodeMaterialBlock[];
  55060. /**
  55061. * List of blocks that can provide a define update
  55062. */
  55063. blocksWithDefines: NodeMaterialBlock[];
  55064. /**
  55065. * List of blocks that can provide a repeatable content
  55066. */
  55067. repeatableContentBlocks: NodeMaterialBlock[];
  55068. /**
  55069. * List of blocks that can provide a dynamic list of uniforms
  55070. */
  55071. dynamicUniformBlocks: NodeMaterialBlock[];
  55072. /**
  55073. * List of blocks that can block the isReady function for the material
  55074. */
  55075. blockingBlocks: NodeMaterialBlock[];
  55076. /**
  55077. * Gets the list of animated inputs
  55078. */
  55079. animatedInputs: InputBlock[];
  55080. /**
  55081. * Build Id used to avoid multiple recompilations
  55082. */
  55083. buildId: number;
  55084. /** List of emitted variables */
  55085. variableNames: {
  55086. [key: string]: number;
  55087. };
  55088. /** List of emitted defines */
  55089. defineNames: {
  55090. [key: string]: number;
  55091. };
  55092. /** Should emit comments? */
  55093. emitComments: boolean;
  55094. /** Emit build activity */
  55095. verbose: boolean;
  55096. /**
  55097. * Gets the compilation hints emitted at compilation time
  55098. */
  55099. hints: {
  55100. needWorldViewMatrix: boolean;
  55101. needWorldViewProjectionMatrix: boolean;
  55102. needAlphaBlending: boolean;
  55103. needAlphaTesting: boolean;
  55104. };
  55105. /**
  55106. * List of compilation checks
  55107. */
  55108. checks: {
  55109. emitVertex: boolean;
  55110. emitFragment: boolean;
  55111. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55112. };
  55113. /** Creates a new shared data */
  55114. constructor();
  55115. /**
  55116. * Emits console errors and exceptions if there is a failing check
  55117. */
  55118. emitErrors(): void;
  55119. }
  55120. }
  55121. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55122. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55123. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55124. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55125. /**
  55126. * Class used to store node based material build state
  55127. */
  55128. export class NodeMaterialBuildState {
  55129. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55130. supportUniformBuffers: boolean;
  55131. /**
  55132. * Gets the list of emitted attributes
  55133. */
  55134. attributes: string[];
  55135. /**
  55136. * Gets the list of emitted uniforms
  55137. */
  55138. uniforms: string[];
  55139. /**
  55140. * Gets the list of emitted uniform buffers
  55141. */
  55142. uniformBuffers: string[];
  55143. /**
  55144. * Gets the list of emitted samplers
  55145. */
  55146. samplers: string[];
  55147. /**
  55148. * Gets the list of emitted functions
  55149. */
  55150. functions: {
  55151. [key: string]: string;
  55152. };
  55153. /**
  55154. * Gets the target of the compilation state
  55155. */
  55156. target: NodeMaterialBlockTargets;
  55157. /**
  55158. * Gets the list of emitted counters
  55159. */
  55160. counters: {
  55161. [key: string]: number;
  55162. };
  55163. /**
  55164. * Shared data between multiple NodeMaterialBuildState instances
  55165. */
  55166. sharedData: NodeMaterialBuildStateSharedData;
  55167. /** @hidden */
  55168. _vertexState: NodeMaterialBuildState;
  55169. /** @hidden */
  55170. _attributeDeclaration: string;
  55171. /** @hidden */
  55172. _uniformDeclaration: string;
  55173. /** @hidden */
  55174. _samplerDeclaration: string;
  55175. /** @hidden */
  55176. _varyingTransfer: string;
  55177. private _repeatableContentAnchorIndex;
  55178. /** @hidden */
  55179. _builtCompilationString: string;
  55180. /**
  55181. * Gets the emitted compilation strings
  55182. */
  55183. compilationString: string;
  55184. /**
  55185. * Finalize the compilation strings
  55186. * @param state defines the current compilation state
  55187. */
  55188. finalize(state: NodeMaterialBuildState): void;
  55189. /** @hidden */
  55190. readonly _repeatableContentAnchor: string;
  55191. /** @hidden */
  55192. _getFreeVariableName(prefix: string): string;
  55193. /** @hidden */
  55194. _getFreeDefineName(prefix: string): string;
  55195. /** @hidden */
  55196. _excludeVariableName(name: string): void;
  55197. /** @hidden */
  55198. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55199. /** @hidden */
  55200. _emitFunction(name: string, code: string, comments: string): void;
  55201. /** @hidden */
  55202. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55203. replaceStrings?: {
  55204. search: RegExp;
  55205. replace: string;
  55206. }[];
  55207. repeatKey?: string;
  55208. }): string;
  55209. /** @hidden */
  55210. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55211. repeatKey?: string;
  55212. removeAttributes?: boolean;
  55213. removeUniforms?: boolean;
  55214. removeVaryings?: boolean;
  55215. removeIfDef?: boolean;
  55216. replaceStrings?: {
  55217. search: RegExp;
  55218. replace: string;
  55219. }[];
  55220. }, storeKey?: string): void;
  55221. /** @hidden */
  55222. _registerTempVariable(name: string): boolean;
  55223. /** @hidden */
  55224. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55225. /** @hidden */
  55226. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55227. }
  55228. }
  55229. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55230. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55231. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55232. import { Nullable } from "babylonjs/types";
  55233. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55234. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55235. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55237. import { Mesh } from "babylonjs/Meshes/mesh";
  55238. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55239. import { Scene } from "babylonjs/scene";
  55240. /**
  55241. * Defines a block that can be used inside a node based material
  55242. */
  55243. export class NodeMaterialBlock {
  55244. private _buildId;
  55245. private _buildTarget;
  55246. private _target;
  55247. private _isFinalMerger;
  55248. private _isInput;
  55249. /** @hidden */
  55250. _codeVariableName: string;
  55251. /** @hidden */
  55252. _inputs: NodeMaterialConnectionPoint[];
  55253. /** @hidden */
  55254. _outputs: NodeMaterialConnectionPoint[];
  55255. /** @hidden */
  55256. _preparationId: number;
  55257. /**
  55258. * Gets or sets the name of the block
  55259. */
  55260. name: string;
  55261. /**
  55262. * Gets or sets the unique id of the node
  55263. */
  55264. uniqueId: number;
  55265. /**
  55266. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55267. */
  55268. readonly isFinalMerger: boolean;
  55269. /**
  55270. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55271. */
  55272. readonly isInput: boolean;
  55273. /**
  55274. * Gets or sets the build Id
  55275. */
  55276. buildId: number;
  55277. /**
  55278. * Gets or sets the target of the block
  55279. */
  55280. target: NodeMaterialBlockTargets;
  55281. /**
  55282. * Gets the list of input points
  55283. */
  55284. readonly inputs: NodeMaterialConnectionPoint[];
  55285. /** Gets the list of output points */
  55286. readonly outputs: NodeMaterialConnectionPoint[];
  55287. /**
  55288. * Find an input by its name
  55289. * @param name defines the name of the input to look for
  55290. * @returns the input or null if not found
  55291. */
  55292. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55293. /**
  55294. * Find an output by its name
  55295. * @param name defines the name of the outputto look for
  55296. * @returns the output or null if not found
  55297. */
  55298. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55299. /**
  55300. * Creates a new NodeMaterialBlock
  55301. * @param name defines the block name
  55302. * @param target defines the target of that block (Vertex by default)
  55303. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55304. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55305. */
  55306. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55307. /**
  55308. * Initialize the block and prepare the context for build
  55309. * @param state defines the state that will be used for the build
  55310. */
  55311. initialize(state: NodeMaterialBuildState): void;
  55312. /**
  55313. * Bind data to effect. Will only be called for blocks with isBindable === true
  55314. * @param effect defines the effect to bind data to
  55315. * @param nodeMaterial defines the hosting NodeMaterial
  55316. * @param mesh defines the mesh that will be rendered
  55317. */
  55318. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55319. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55320. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55321. protected _writeFloat(value: number): string;
  55322. /**
  55323. * Gets the current class name e.g. "NodeMaterialBlock"
  55324. * @returns the class name
  55325. */
  55326. getClassName(): string;
  55327. /**
  55328. * Register a new input. Must be called inside a block constructor
  55329. * @param name defines the connection point name
  55330. * @param type defines the connection point type
  55331. * @param isOptional defines a boolean indicating that this input can be omitted
  55332. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55333. * @returns the current block
  55334. */
  55335. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55336. /**
  55337. * Register a new output. 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 target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55341. * @returns the current block
  55342. */
  55343. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55344. /**
  55345. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55346. * @param forOutput defines an optional connection point to check compatibility with
  55347. * @returns the first available input or null
  55348. */
  55349. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55350. /**
  55351. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55352. * @param forBlock defines an optional block to check compatibility with
  55353. * @returns the first available input or null
  55354. */
  55355. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55356. /**
  55357. * Gets the sibling of the given output
  55358. * @param current defines the current output
  55359. * @returns the next output in the list or null
  55360. */
  55361. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55362. /**
  55363. * Connect current block with another block
  55364. * @param other defines the block to connect with
  55365. * @param options define the various options to help pick the right connections
  55366. * @returns the current block
  55367. */
  55368. connectTo(other: NodeMaterialBlock, options?: {
  55369. input?: string;
  55370. output?: string;
  55371. outputSwizzle?: string;
  55372. }): this | undefined;
  55373. protected _buildBlock(state: NodeMaterialBuildState): void;
  55374. /**
  55375. * Add uniforms, samplers and uniform buffers at compilation time
  55376. * @param state defines the state to update
  55377. * @param nodeMaterial defines the node material requesting the update
  55378. * @param defines defines the material defines to update
  55379. */
  55380. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55381. /**
  55382. * Add potential fallbacks if shader compilation fails
  55383. * @param mesh defines the mesh to be rendered
  55384. * @param fallbacks defines the current prioritized list of fallbacks
  55385. */
  55386. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55387. /**
  55388. * Update defines for shader compilation
  55389. * @param mesh defines the mesh to be rendered
  55390. * @param nodeMaterial defines the node material requesting the update
  55391. * @param defines defines the material defines to update
  55392. * @param useInstances specifies that instances should be used
  55393. */
  55394. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55395. /**
  55396. * Initialize defines for shader compilation
  55397. * @param mesh defines the mesh to be rendered
  55398. * @param nodeMaterial defines the node material requesting the update
  55399. * @param defines defines the material defines to be prepared
  55400. * @param useInstances specifies that instances should be used
  55401. */
  55402. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55403. /**
  55404. * Lets the block try to connect some inputs automatically
  55405. * @param material defines the hosting NodeMaterial
  55406. */
  55407. autoConfigure(material: NodeMaterial): void;
  55408. /**
  55409. * Function called when a block is declared as repeatable content generator
  55410. * @param vertexShaderState defines the current compilation state for the vertex shader
  55411. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55412. * @param mesh defines the mesh to be rendered
  55413. * @param defines defines the material defines to update
  55414. */
  55415. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55416. /**
  55417. * Checks if the block is ready
  55418. * @param mesh defines the mesh to be rendered
  55419. * @param nodeMaterial defines the node material requesting the update
  55420. * @param defines defines the material defines to update
  55421. * @param useInstances specifies that instances should be used
  55422. * @returns true if the block is ready
  55423. */
  55424. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55425. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55426. private _processBuild;
  55427. /**
  55428. * Compile the current node and generate the shader code
  55429. * @param state defines the current compilation state (uniforms, samplers, current string)
  55430. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55431. * @returns true if already built
  55432. */
  55433. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55434. protected _inputRename(name: string): string;
  55435. protected _outputRename(name: string): string;
  55436. protected _dumpPropertiesCode(): string;
  55437. /** @hidden */
  55438. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55439. /**
  55440. * Clone the current block to a new identical block
  55441. * @param scene defines the hosting scene
  55442. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55443. * @returns a copy of the current block
  55444. */
  55445. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55446. /**
  55447. * Serializes this block in a JSON representation
  55448. * @returns the serialized block object
  55449. */
  55450. serialize(): any;
  55451. /** @hidden */
  55452. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55453. }
  55454. }
  55455. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55456. /**
  55457. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55458. */
  55459. export enum NodeMaterialBlockConnectionPointMode {
  55460. /** Value is an uniform */
  55461. Uniform = 0,
  55462. /** Value is a mesh attribute */
  55463. Attribute = 1,
  55464. /** Value is a varying between vertex and fragment shaders */
  55465. Varying = 2,
  55466. /** Mode is undefined */
  55467. Undefined = 3
  55468. }
  55469. }
  55470. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55471. /**
  55472. * Enum defining the type of animations supported by InputBlock
  55473. */
  55474. export enum AnimatedInputBlockTypes {
  55475. /** No animation */
  55476. None = 0,
  55477. /** Time based animation. Will only work for floats */
  55478. Time = 1
  55479. }
  55480. }
  55481. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55482. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55483. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55484. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55485. import { Nullable } from "babylonjs/types";
  55486. import { Effect } from "babylonjs/Materials/effect";
  55487. import { Matrix } from "babylonjs/Maths/math.vector";
  55488. import { Scene } from "babylonjs/scene";
  55489. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55490. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55491. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55492. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55493. /**
  55494. * Block used to expose an input value
  55495. */
  55496. export class InputBlock extends NodeMaterialBlock {
  55497. private _mode;
  55498. private _associatedVariableName;
  55499. private _storedValue;
  55500. private _valueCallback;
  55501. private _type;
  55502. private _animationType;
  55503. /** @hidden */
  55504. _systemValue: Nullable<NodeMaterialSystemValues>;
  55505. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55506. visibleInInspector: boolean;
  55507. /**
  55508. * Gets or sets the connection point type (default is float)
  55509. */
  55510. readonly type: NodeMaterialBlockConnectionPointTypes;
  55511. /**
  55512. * Creates a new InputBlock
  55513. * @param name defines the block name
  55514. * @param target defines the target of that block (Vertex by default)
  55515. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55516. */
  55517. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55518. /**
  55519. * Gets the output component
  55520. */
  55521. readonly output: NodeMaterialConnectionPoint;
  55522. /**
  55523. * Set the source of this connection point to a vertex attribute
  55524. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55525. * @returns the current connection point
  55526. */
  55527. setAsAttribute(attributeName?: string): InputBlock;
  55528. /**
  55529. * Set the source of this connection point to a system value
  55530. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55531. * @returns the current connection point
  55532. */
  55533. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55534. /**
  55535. * Gets or sets the value of that point.
  55536. * Please note that this value will be ignored if valueCallback is defined
  55537. */
  55538. value: any;
  55539. /**
  55540. * Gets or sets a callback used to get the value of that point.
  55541. * Please note that setting this value will force the connection point to ignore the value property
  55542. */
  55543. valueCallback: () => any;
  55544. /**
  55545. * Gets or sets the associated variable name in the shader
  55546. */
  55547. associatedVariableName: string;
  55548. /** Gets or sets the type of animation applied to the input */
  55549. animationType: AnimatedInputBlockTypes;
  55550. /**
  55551. * Gets a boolean indicating that this connection point not defined yet
  55552. */
  55553. readonly isUndefined: boolean;
  55554. /**
  55555. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55556. * In this case the connection point name must be the name of the uniform to use.
  55557. * Can only be set on inputs
  55558. */
  55559. isUniform: boolean;
  55560. /**
  55561. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55562. * In this case the connection point name must be the name of the attribute to use
  55563. * Can only be set on inputs
  55564. */
  55565. isAttribute: boolean;
  55566. /**
  55567. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55568. * Can only be set on exit points
  55569. */
  55570. isVarying: boolean;
  55571. /**
  55572. * Gets a boolean indicating that the current connection point is a system value
  55573. */
  55574. readonly isSystemValue: boolean;
  55575. /**
  55576. * Gets or sets the current well known value or null if not defined as a system value
  55577. */
  55578. systemValue: Nullable<NodeMaterialSystemValues>;
  55579. /**
  55580. * Gets the current class name
  55581. * @returns the class name
  55582. */
  55583. getClassName(): string;
  55584. /**
  55585. * Animate the input if animationType !== None
  55586. * @param scene defines the rendering scene
  55587. */
  55588. animate(scene: Scene): void;
  55589. private _emitDefine;
  55590. /**
  55591. * Set the input block to its default value (based on its type)
  55592. */
  55593. setDefaultValue(): void;
  55594. protected _dumpPropertiesCode(): string;
  55595. private _emit;
  55596. /** @hidden */
  55597. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55598. /** @hidden */
  55599. _transmit(effect: Effect, scene: Scene): void;
  55600. protected _buildBlock(state: NodeMaterialBuildState): void;
  55601. serialize(): any;
  55602. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55603. }
  55604. }
  55605. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55606. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55607. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55608. import { Nullable } from "babylonjs/types";
  55609. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55610. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55611. /**
  55612. * Defines a connection point for a block
  55613. */
  55614. export class NodeMaterialConnectionPoint {
  55615. /** @hidden */
  55616. _ownerBlock: NodeMaterialBlock;
  55617. /** @hidden */
  55618. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55619. private _endpoints;
  55620. private _associatedVariableName;
  55621. /** @hidden */
  55622. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55623. /** @hidden */
  55624. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55625. private _type;
  55626. /** @hidden */
  55627. _enforceAssociatedVariableName: boolean;
  55628. /**
  55629. * Gets or sets the additional types supported byt this connection point
  55630. */
  55631. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55632. /**
  55633. * Gets or sets the associated variable name in the shader
  55634. */
  55635. associatedVariableName: string;
  55636. /**
  55637. * Gets or sets the connection point type (default is float)
  55638. */
  55639. type: NodeMaterialBlockConnectionPointTypes;
  55640. /**
  55641. * Gets or sets the connection point name
  55642. */
  55643. name: string;
  55644. /**
  55645. * Gets or sets a boolean indicating that this connection point can be omitted
  55646. */
  55647. isOptional: boolean;
  55648. /**
  55649. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55650. */
  55651. define: string;
  55652. /** Gets or sets the target of that connection point */
  55653. target: NodeMaterialBlockTargets;
  55654. /**
  55655. * Gets a boolean indicating that the current point is connected
  55656. */
  55657. readonly isConnected: boolean;
  55658. /**
  55659. * Gets a boolean indicating that the current point is connected to an input block
  55660. */
  55661. readonly isConnectedToInputBlock: boolean;
  55662. /**
  55663. * Gets a the connected input block (if any)
  55664. */
  55665. readonly connectInputBlock: Nullable<InputBlock>;
  55666. /** Get the other side of the connection (if any) */
  55667. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55668. /** Get the block that owns this connection point */
  55669. readonly ownerBlock: NodeMaterialBlock;
  55670. /** Get the block connected on the other side of this connection (if any) */
  55671. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55672. /** Get the block connected on the endpoints of this connection (if any) */
  55673. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55674. /** Gets the list of connected endpoints */
  55675. readonly endpoints: NodeMaterialConnectionPoint[];
  55676. /** Gets a boolean indicating if that output point is connected to at least one input */
  55677. readonly hasEndpoints: boolean;
  55678. /**
  55679. * Creates a new connection point
  55680. * @param name defines the connection point name
  55681. * @param ownerBlock defines the block hosting this connection point
  55682. */
  55683. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55684. /**
  55685. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55686. * @returns the class name
  55687. */
  55688. getClassName(): string;
  55689. /**
  55690. * Gets an boolean indicating if the current point can be connected to another point
  55691. * @param connectionPoint defines the other connection point
  55692. * @returns true if the connection is possible
  55693. */
  55694. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55695. /**
  55696. * Connect this point to another connection point
  55697. * @param connectionPoint defines the other connection point
  55698. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55699. * @returns the current connection point
  55700. */
  55701. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55702. /**
  55703. * Disconnect this point from one of his endpoint
  55704. * @param endpoint defines the other connection point
  55705. * @returns the current connection point
  55706. */
  55707. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55708. /**
  55709. * Serializes this point in a JSON representation
  55710. * @returns the serialized point object
  55711. */
  55712. serialize(): any;
  55713. }
  55714. }
  55715. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55716. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55717. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55719. import { Mesh } from "babylonjs/Meshes/mesh";
  55720. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55721. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55722. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55723. /**
  55724. * Block used to add support for vertex skinning (bones)
  55725. */
  55726. export class BonesBlock extends NodeMaterialBlock {
  55727. /**
  55728. * Creates a new BonesBlock
  55729. * @param name defines the block name
  55730. */
  55731. constructor(name: string);
  55732. /**
  55733. * Initialize the block and prepare the context for build
  55734. * @param state defines the state that will be used for the build
  55735. */
  55736. initialize(state: NodeMaterialBuildState): void;
  55737. /**
  55738. * Gets the current class name
  55739. * @returns the class name
  55740. */
  55741. getClassName(): string;
  55742. /**
  55743. * Gets the matrix indices input component
  55744. */
  55745. readonly matricesIndices: NodeMaterialConnectionPoint;
  55746. /**
  55747. * Gets the matrix weights input component
  55748. */
  55749. readonly matricesWeights: NodeMaterialConnectionPoint;
  55750. /**
  55751. * Gets the extra matrix indices input component
  55752. */
  55753. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55754. /**
  55755. * Gets the extra matrix weights input component
  55756. */
  55757. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55758. /**
  55759. * Gets the world input component
  55760. */
  55761. readonly world: NodeMaterialConnectionPoint;
  55762. /**
  55763. * Gets the output component
  55764. */
  55765. readonly output: NodeMaterialConnectionPoint;
  55766. autoConfigure(material: NodeMaterial): void;
  55767. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55768. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55769. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55770. protected _buildBlock(state: NodeMaterialBuildState): this;
  55771. }
  55772. }
  55773. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55774. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55775. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55776. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55777. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55778. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55779. /**
  55780. * Block used to add support for instances
  55781. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55782. */
  55783. export class InstancesBlock extends NodeMaterialBlock {
  55784. /**
  55785. * Creates a new InstancesBlock
  55786. * @param name defines the block name
  55787. */
  55788. constructor(name: string);
  55789. /**
  55790. * Gets the current class name
  55791. * @returns the class name
  55792. */
  55793. getClassName(): string;
  55794. /**
  55795. * Gets the first world row input component
  55796. */
  55797. readonly world0: NodeMaterialConnectionPoint;
  55798. /**
  55799. * Gets the second world row input component
  55800. */
  55801. readonly world1: NodeMaterialConnectionPoint;
  55802. /**
  55803. * Gets the third world row input component
  55804. */
  55805. readonly world2: NodeMaterialConnectionPoint;
  55806. /**
  55807. * Gets the forth world row input component
  55808. */
  55809. readonly world3: NodeMaterialConnectionPoint;
  55810. /**
  55811. * Gets the world input component
  55812. */
  55813. readonly world: NodeMaterialConnectionPoint;
  55814. /**
  55815. * Gets the output component
  55816. */
  55817. readonly output: NodeMaterialConnectionPoint;
  55818. autoConfigure(material: NodeMaterial): void;
  55819. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55820. protected _buildBlock(state: NodeMaterialBuildState): this;
  55821. }
  55822. }
  55823. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55824. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55825. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55826. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55827. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55828. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55829. import { Effect } from "babylonjs/Materials/effect";
  55830. import { Mesh } from "babylonjs/Meshes/mesh";
  55831. /**
  55832. * Block used to add morph targets support to vertex shader
  55833. */
  55834. export class MorphTargetsBlock extends NodeMaterialBlock {
  55835. private _repeatableContentAnchor;
  55836. private _repeatebleContentGenerated;
  55837. /**
  55838. * Create a new MorphTargetsBlock
  55839. * @param name defines the block name
  55840. */
  55841. constructor(name: string);
  55842. /**
  55843. * Gets the current class name
  55844. * @returns the class name
  55845. */
  55846. getClassName(): string;
  55847. /**
  55848. * Gets the position input component
  55849. */
  55850. readonly position: NodeMaterialConnectionPoint;
  55851. /**
  55852. * Gets the normal input component
  55853. */
  55854. readonly normal: NodeMaterialConnectionPoint;
  55855. /**
  55856. * Gets the tangent input component
  55857. */
  55858. readonly tangent: NodeMaterialConnectionPoint;
  55859. /**
  55860. * Gets the tangent input component
  55861. */
  55862. readonly uv: NodeMaterialConnectionPoint;
  55863. /**
  55864. * Gets the position output component
  55865. */
  55866. readonly positionOutput: NodeMaterialConnectionPoint;
  55867. /**
  55868. * Gets the normal output component
  55869. */
  55870. readonly normalOutput: NodeMaterialConnectionPoint;
  55871. /**
  55872. * Gets the tangent output component
  55873. */
  55874. readonly tangentOutput: NodeMaterialConnectionPoint;
  55875. /**
  55876. * Gets the tangent output component
  55877. */
  55878. readonly uvOutput: NodeMaterialConnectionPoint;
  55879. initialize(state: NodeMaterialBuildState): void;
  55880. autoConfigure(material: NodeMaterial): void;
  55881. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55882. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55883. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55884. protected _buildBlock(state: NodeMaterialBuildState): this;
  55885. }
  55886. }
  55887. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55888. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55889. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55890. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55891. import { Nullable } from "babylonjs/types";
  55892. import { Scene } from "babylonjs/scene";
  55893. import { Effect } from "babylonjs/Materials/effect";
  55894. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55895. import { Mesh } from "babylonjs/Meshes/mesh";
  55896. import { Light } from "babylonjs/Lights/light";
  55897. /**
  55898. * Block used to get data information from a light
  55899. */
  55900. export class LightInformationBlock extends NodeMaterialBlock {
  55901. private _lightDataDefineName;
  55902. private _lightColorDefineName;
  55903. /**
  55904. * Gets or sets the light associated with this block
  55905. */
  55906. light: Nullable<Light>;
  55907. /**
  55908. * Creates a new LightInformationBlock
  55909. * @param name defines the block name
  55910. */
  55911. constructor(name: string);
  55912. /**
  55913. * Gets the current class name
  55914. * @returns the class name
  55915. */
  55916. getClassName(): string;
  55917. /**
  55918. * Gets the world position input component
  55919. */
  55920. readonly worldPosition: NodeMaterialConnectionPoint;
  55921. /**
  55922. * Gets the direction output component
  55923. */
  55924. readonly direction: NodeMaterialConnectionPoint;
  55925. /**
  55926. * Gets the direction output component
  55927. */
  55928. readonly color: NodeMaterialConnectionPoint;
  55929. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55930. protected _buildBlock(state: NodeMaterialBuildState): this;
  55931. serialize(): any;
  55932. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55933. }
  55934. }
  55935. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55936. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55937. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55938. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55939. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55940. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55941. }
  55942. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55946. import { Scene } from "babylonjs/scene";
  55947. /**
  55948. * Block used to add an alpha test in the fragment shader
  55949. */
  55950. export class AlphaTestBlock extends NodeMaterialBlock {
  55951. /**
  55952. * Gets or sets the alpha value where alpha testing happens
  55953. */
  55954. alphaCutOff: number;
  55955. /**
  55956. * Create a new AlphaTestBlock
  55957. * @param name defines the block name
  55958. */
  55959. constructor(name: string);
  55960. /**
  55961. * Gets the current class name
  55962. * @returns the class name
  55963. */
  55964. getClassName(): string;
  55965. /**
  55966. * Gets the color input component
  55967. */
  55968. readonly color: NodeMaterialConnectionPoint;
  55969. /**
  55970. * Gets the alpha input component
  55971. */
  55972. readonly alpha: NodeMaterialConnectionPoint;
  55973. protected _buildBlock(state: NodeMaterialBuildState): this;
  55974. protected _dumpPropertiesCode(): string;
  55975. serialize(): any;
  55976. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55977. }
  55978. }
  55979. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55984. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55985. import { Effect } from "babylonjs/Materials/effect";
  55986. import { Mesh } from "babylonjs/Meshes/mesh";
  55987. /**
  55988. * Block used to add image processing support to fragment shader
  55989. */
  55990. export class ImageProcessingBlock extends NodeMaterialBlock {
  55991. /**
  55992. * Create a new ImageProcessingBlock
  55993. * @param name defines the block name
  55994. */
  55995. constructor(name: string);
  55996. /**
  55997. * Gets the current class name
  55998. * @returns the class name
  55999. */
  56000. getClassName(): string;
  56001. /**
  56002. * Gets the color input component
  56003. */
  56004. readonly color: NodeMaterialConnectionPoint;
  56005. /**
  56006. * Gets the output component
  56007. */
  56008. readonly output: NodeMaterialConnectionPoint;
  56009. /**
  56010. * Initialize the block and prepare the context for build
  56011. * @param state defines the state that will be used for the build
  56012. */
  56013. initialize(state: NodeMaterialBuildState): void;
  56014. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56015. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56016. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56017. protected _buildBlock(state: NodeMaterialBuildState): this;
  56018. }
  56019. }
  56020. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56021. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56022. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56023. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56024. }
  56025. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56026. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56027. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56028. import { Mesh } from "babylonjs/Meshes/mesh";
  56029. import { Effect } from "babylonjs/Materials/effect";
  56030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56031. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56032. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56033. /**
  56034. * Block used to add support for scene fog
  56035. */
  56036. export class FogBlock extends NodeMaterialBlock {
  56037. private _fogDistanceName;
  56038. private _fogParameters;
  56039. /**
  56040. * Create a new FogBlock
  56041. * @param name defines the block name
  56042. */
  56043. constructor(name: string);
  56044. /**
  56045. * Gets the current class name
  56046. * @returns the class name
  56047. */
  56048. getClassName(): string;
  56049. /**
  56050. * Gets the world position input component
  56051. */
  56052. readonly worldPosition: NodeMaterialConnectionPoint;
  56053. /**
  56054. * Gets the view input component
  56055. */
  56056. readonly view: NodeMaterialConnectionPoint;
  56057. /**
  56058. * Gets the color input component
  56059. */
  56060. readonly input: NodeMaterialConnectionPoint;
  56061. /**
  56062. * Gets the fog color input component
  56063. */
  56064. readonly fogColor: NodeMaterialConnectionPoint;
  56065. /**
  56066. * Gets the output component
  56067. */
  56068. readonly output: NodeMaterialConnectionPoint;
  56069. autoConfigure(material: NodeMaterial): void;
  56070. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56071. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56072. protected _buildBlock(state: NodeMaterialBuildState): this;
  56073. }
  56074. }
  56075. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56076. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56077. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56078. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56080. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56081. import { Effect } from "babylonjs/Materials/effect";
  56082. import { Mesh } from "babylonjs/Meshes/mesh";
  56083. import { Light } from "babylonjs/Lights/light";
  56084. import { Nullable } from "babylonjs/types";
  56085. import { Scene } from "babylonjs/scene";
  56086. /**
  56087. * Block used to add light in the fragment shader
  56088. */
  56089. export class LightBlock extends NodeMaterialBlock {
  56090. private _lightId;
  56091. /**
  56092. * Gets or sets the light associated with this block
  56093. */
  56094. light: Nullable<Light>;
  56095. /**
  56096. * Create a new LightBlock
  56097. * @param name defines the block name
  56098. */
  56099. constructor(name: string);
  56100. /**
  56101. * Gets the current class name
  56102. * @returns the class name
  56103. */
  56104. getClassName(): string;
  56105. /**
  56106. * Gets the world position input component
  56107. */
  56108. readonly worldPosition: NodeMaterialConnectionPoint;
  56109. /**
  56110. * Gets the world normal input component
  56111. */
  56112. readonly worldNormal: NodeMaterialConnectionPoint;
  56113. /**
  56114. * Gets the camera (or eye) position component
  56115. */
  56116. readonly cameraPosition: NodeMaterialConnectionPoint;
  56117. /**
  56118. * Gets the diffuse output component
  56119. */
  56120. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56121. /**
  56122. * Gets the specular output component
  56123. */
  56124. readonly specularOutput: NodeMaterialConnectionPoint;
  56125. autoConfigure(material: NodeMaterial): void;
  56126. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56127. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56128. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56129. private _injectVertexCode;
  56130. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56131. serialize(): any;
  56132. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56133. }
  56134. }
  56135. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56136. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56137. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56138. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56139. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56140. }
  56141. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56142. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56143. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56144. }
  56145. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56146. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56147. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56148. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56149. /**
  56150. * Block used to multiply 2 values
  56151. */
  56152. export class MultiplyBlock extends NodeMaterialBlock {
  56153. /**
  56154. * Creates a new MultiplyBlock
  56155. * @param name defines the block name
  56156. */
  56157. constructor(name: string);
  56158. /**
  56159. * Gets the current class name
  56160. * @returns the class name
  56161. */
  56162. getClassName(): string;
  56163. /**
  56164. * Gets the left operand input component
  56165. */
  56166. readonly left: NodeMaterialConnectionPoint;
  56167. /**
  56168. * Gets the right operand input component
  56169. */
  56170. readonly right: NodeMaterialConnectionPoint;
  56171. /**
  56172. * Gets the output component
  56173. */
  56174. readonly output: NodeMaterialConnectionPoint;
  56175. protected _buildBlock(state: NodeMaterialBuildState): this;
  56176. }
  56177. }
  56178. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56179. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56180. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56181. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56182. /**
  56183. * Block used to add 2 vectors
  56184. */
  56185. export class AddBlock extends NodeMaterialBlock {
  56186. /**
  56187. * Creates a new AddBlock
  56188. * @param name defines the block name
  56189. */
  56190. constructor(name: string);
  56191. /**
  56192. * Gets the current class name
  56193. * @returns the class name
  56194. */
  56195. getClassName(): string;
  56196. /**
  56197. * Gets the left operand input component
  56198. */
  56199. readonly left: NodeMaterialConnectionPoint;
  56200. /**
  56201. * Gets the right operand input component
  56202. */
  56203. readonly right: NodeMaterialConnectionPoint;
  56204. /**
  56205. * Gets the output component
  56206. */
  56207. readonly output: NodeMaterialConnectionPoint;
  56208. protected _buildBlock(state: NodeMaterialBuildState): this;
  56209. }
  56210. }
  56211. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56212. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56213. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56214. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56215. /**
  56216. * Block used to scale a vector by a float
  56217. */
  56218. export class ScaleBlock extends NodeMaterialBlock {
  56219. /**
  56220. * Creates a new ScaleBlock
  56221. * @param name defines the block name
  56222. */
  56223. constructor(name: string);
  56224. /**
  56225. * Gets the current class name
  56226. * @returns the class name
  56227. */
  56228. getClassName(): string;
  56229. /**
  56230. * Gets the input component
  56231. */
  56232. readonly input: NodeMaterialConnectionPoint;
  56233. /**
  56234. * Gets the factor input component
  56235. */
  56236. readonly factor: NodeMaterialConnectionPoint;
  56237. /**
  56238. * Gets the output component
  56239. */
  56240. readonly output: NodeMaterialConnectionPoint;
  56241. protected _buildBlock(state: NodeMaterialBuildState): this;
  56242. }
  56243. }
  56244. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56245. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56246. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56247. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56248. import { Scene } from "babylonjs/scene";
  56249. /**
  56250. * Block used to clamp a float
  56251. */
  56252. export class ClampBlock extends NodeMaterialBlock {
  56253. /** Gets or sets the minimum range */
  56254. minimum: number;
  56255. /** Gets or sets the maximum range */
  56256. maximum: number;
  56257. /**
  56258. * Creates a new ClampBlock
  56259. * @param name defines the block name
  56260. */
  56261. constructor(name: string);
  56262. /**
  56263. * Gets the current class name
  56264. * @returns the class name
  56265. */
  56266. getClassName(): string;
  56267. /**
  56268. * Gets the value input component
  56269. */
  56270. readonly value: NodeMaterialConnectionPoint;
  56271. /**
  56272. * Gets the output component
  56273. */
  56274. readonly output: NodeMaterialConnectionPoint;
  56275. protected _buildBlock(state: NodeMaterialBuildState): this;
  56276. protected _dumpPropertiesCode(): string;
  56277. serialize(): any;
  56278. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56279. }
  56280. }
  56281. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56282. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56283. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56284. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56285. /**
  56286. * Block used to apply a cross product between 2 vectors
  56287. */
  56288. export class CrossBlock extends NodeMaterialBlock {
  56289. /**
  56290. * Creates a new CrossBlock
  56291. * @param name defines the block name
  56292. */
  56293. constructor(name: string);
  56294. /**
  56295. * Gets the current class name
  56296. * @returns the class name
  56297. */
  56298. getClassName(): string;
  56299. /**
  56300. * Gets the left operand input component
  56301. */
  56302. readonly left: NodeMaterialConnectionPoint;
  56303. /**
  56304. * Gets the right operand input component
  56305. */
  56306. readonly right: NodeMaterialConnectionPoint;
  56307. /**
  56308. * Gets the output component
  56309. */
  56310. readonly output: NodeMaterialConnectionPoint;
  56311. protected _buildBlock(state: NodeMaterialBuildState): this;
  56312. }
  56313. }
  56314. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56315. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56316. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56317. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56318. /**
  56319. * Block used to apply a dot product between 2 vectors
  56320. */
  56321. export class DotBlock extends NodeMaterialBlock {
  56322. /**
  56323. * Creates a new DotBlock
  56324. * @param name defines the block name
  56325. */
  56326. constructor(name: string);
  56327. /**
  56328. * Gets the current class name
  56329. * @returns the class name
  56330. */
  56331. getClassName(): string;
  56332. /**
  56333. * Gets the left operand input component
  56334. */
  56335. readonly left: NodeMaterialConnectionPoint;
  56336. /**
  56337. * Gets the right operand input component
  56338. */
  56339. readonly right: NodeMaterialConnectionPoint;
  56340. /**
  56341. * Gets the output component
  56342. */
  56343. readonly output: NodeMaterialConnectionPoint;
  56344. protected _buildBlock(state: NodeMaterialBuildState): this;
  56345. }
  56346. }
  56347. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56348. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56349. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56350. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56351. import { Vector2 } from "babylonjs/Maths/math.vector";
  56352. import { Scene } from "babylonjs/scene";
  56353. /**
  56354. * Block used to remap a float from a range to a new one
  56355. */
  56356. export class RemapBlock extends NodeMaterialBlock {
  56357. /**
  56358. * Gets or sets the source range
  56359. */
  56360. sourceRange: Vector2;
  56361. /**
  56362. * Gets or sets the target range
  56363. */
  56364. targetRange: Vector2;
  56365. /**
  56366. * Creates a new RemapBlock
  56367. * @param name defines the block name
  56368. */
  56369. constructor(name: string);
  56370. /**
  56371. * Gets the current class name
  56372. * @returns the class name
  56373. */
  56374. getClassName(): string;
  56375. /**
  56376. * Gets the input component
  56377. */
  56378. readonly input: NodeMaterialConnectionPoint;
  56379. /**
  56380. * Gets the output component
  56381. */
  56382. readonly output: NodeMaterialConnectionPoint;
  56383. protected _buildBlock(state: NodeMaterialBuildState): this;
  56384. protected _dumpPropertiesCode(): string;
  56385. serialize(): any;
  56386. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56387. }
  56388. }
  56389. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56390. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56391. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56392. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56393. /**
  56394. * Block used to normalize a vector
  56395. */
  56396. export class NormalizeBlock extends NodeMaterialBlock {
  56397. /**
  56398. * Creates a new NormalizeBlock
  56399. * @param name defines the block name
  56400. */
  56401. constructor(name: string);
  56402. /**
  56403. * Gets the current class name
  56404. * @returns the class name
  56405. */
  56406. getClassName(): string;
  56407. /**
  56408. * Gets the input component
  56409. */
  56410. readonly input: NodeMaterialConnectionPoint;
  56411. /**
  56412. * Gets the output component
  56413. */
  56414. readonly output: NodeMaterialConnectionPoint;
  56415. protected _buildBlock(state: NodeMaterialBuildState): this;
  56416. }
  56417. }
  56418. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56419. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56420. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56421. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56422. import { Scene } from "babylonjs/scene";
  56423. /**
  56424. * Operations supported by the Trigonometry block
  56425. */
  56426. export enum TrigonometryBlockOperations {
  56427. /** Cos */
  56428. Cos = 0,
  56429. /** Sin */
  56430. Sin = 1,
  56431. /** Abs */
  56432. Abs = 2,
  56433. /** Exp */
  56434. Exp = 3,
  56435. /** Exp2 */
  56436. Exp2 = 4,
  56437. /** Round */
  56438. Round = 5,
  56439. /** Floor */
  56440. Floor = 6,
  56441. /** Ceiling */
  56442. Ceiling = 7
  56443. }
  56444. /**
  56445. * Block used to apply trigonometry operation to floats
  56446. */
  56447. export class TrigonometryBlock extends NodeMaterialBlock {
  56448. /**
  56449. * Gets or sets the operation applied by the block
  56450. */
  56451. operation: TrigonometryBlockOperations;
  56452. /**
  56453. * Creates a new TrigonometryBlock
  56454. * @param name defines the block name
  56455. */
  56456. constructor(name: string);
  56457. /**
  56458. * Gets the current class name
  56459. * @returns the class name
  56460. */
  56461. getClassName(): string;
  56462. /**
  56463. * Gets the input component
  56464. */
  56465. readonly input: NodeMaterialConnectionPoint;
  56466. /**
  56467. * Gets the output component
  56468. */
  56469. readonly output: NodeMaterialConnectionPoint;
  56470. protected _buildBlock(state: NodeMaterialBuildState): this;
  56471. serialize(): any;
  56472. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56473. }
  56474. }
  56475. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56476. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56477. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56478. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56479. /**
  56480. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56481. */
  56482. export class ColorMergerBlock extends NodeMaterialBlock {
  56483. /**
  56484. * Create a new ColorMergerBlock
  56485. * @param name defines the block name
  56486. */
  56487. constructor(name: string);
  56488. /**
  56489. * Gets the current class name
  56490. * @returns the class name
  56491. */
  56492. getClassName(): string;
  56493. /**
  56494. * Gets the r component (input)
  56495. */
  56496. readonly r: NodeMaterialConnectionPoint;
  56497. /**
  56498. * Gets the g component (input)
  56499. */
  56500. readonly g: NodeMaterialConnectionPoint;
  56501. /**
  56502. * Gets the b component (input)
  56503. */
  56504. readonly b: NodeMaterialConnectionPoint;
  56505. /**
  56506. * Gets the a component (input)
  56507. */
  56508. readonly a: NodeMaterialConnectionPoint;
  56509. /**
  56510. * Gets the rgba component (output)
  56511. */
  56512. readonly rgba: NodeMaterialConnectionPoint;
  56513. /**
  56514. * Gets the rgb component (output)
  56515. */
  56516. readonly rgb: NodeMaterialConnectionPoint;
  56517. protected _buildBlock(state: NodeMaterialBuildState): this;
  56518. }
  56519. }
  56520. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56521. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56522. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56523. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56524. /**
  56525. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56526. */
  56527. export class VectorMergerBlock extends NodeMaterialBlock {
  56528. /**
  56529. * Create a new VectorMergerBlock
  56530. * @param name defines the block name
  56531. */
  56532. constructor(name: string);
  56533. /**
  56534. * Gets the current class name
  56535. * @returns the class name
  56536. */
  56537. getClassName(): string;
  56538. /**
  56539. * Gets the x component (input)
  56540. */
  56541. readonly x: NodeMaterialConnectionPoint;
  56542. /**
  56543. * Gets the y component (input)
  56544. */
  56545. readonly y: NodeMaterialConnectionPoint;
  56546. /**
  56547. * Gets the z component (input)
  56548. */
  56549. readonly z: NodeMaterialConnectionPoint;
  56550. /**
  56551. * Gets the w component (input)
  56552. */
  56553. readonly w: NodeMaterialConnectionPoint;
  56554. /**
  56555. * Gets the xyzw component (output)
  56556. */
  56557. readonly xyzw: NodeMaterialConnectionPoint;
  56558. /**
  56559. * Gets the xyz component (output)
  56560. */
  56561. readonly xyz: NodeMaterialConnectionPoint;
  56562. /**
  56563. * Gets the xy component (output)
  56564. */
  56565. readonly xy: NodeMaterialConnectionPoint;
  56566. protected _buildBlock(state: NodeMaterialBuildState): this;
  56567. }
  56568. }
  56569. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56570. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56571. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56572. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56573. /**
  56574. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56575. */
  56576. export class ColorSplitterBlock extends NodeMaterialBlock {
  56577. /**
  56578. * Create a new ColorSplitterBlock
  56579. * @param name defines the block name
  56580. */
  56581. constructor(name: string);
  56582. /**
  56583. * Gets the current class name
  56584. * @returns the class name
  56585. */
  56586. getClassName(): string;
  56587. /**
  56588. * Gets the rgba component (input)
  56589. */
  56590. readonly rgba: NodeMaterialConnectionPoint;
  56591. /**
  56592. * Gets the rgb component (input)
  56593. */
  56594. readonly rgbIn: NodeMaterialConnectionPoint;
  56595. /**
  56596. * Gets the rgb component (output)
  56597. */
  56598. readonly rgbOut: NodeMaterialConnectionPoint;
  56599. /**
  56600. * Gets the r component (output)
  56601. */
  56602. readonly r: NodeMaterialConnectionPoint;
  56603. /**
  56604. * Gets the g component (output)
  56605. */
  56606. readonly g: NodeMaterialConnectionPoint;
  56607. /**
  56608. * Gets the b component (output)
  56609. */
  56610. readonly b: NodeMaterialConnectionPoint;
  56611. /**
  56612. * Gets the a component (output)
  56613. */
  56614. readonly a: NodeMaterialConnectionPoint;
  56615. protected _inputRename(name: string): string;
  56616. protected _outputRename(name: string): string;
  56617. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56618. }
  56619. }
  56620. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56621. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56622. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56623. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56624. /**
  56625. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56626. */
  56627. export class VectorSplitterBlock extends NodeMaterialBlock {
  56628. /**
  56629. * Create a new VectorSplitterBlock
  56630. * @param name defines the block name
  56631. */
  56632. constructor(name: string);
  56633. /**
  56634. * Gets the current class name
  56635. * @returns the class name
  56636. */
  56637. getClassName(): string;
  56638. /**
  56639. * Gets the xyzw component (input)
  56640. */
  56641. readonly xyzw: NodeMaterialConnectionPoint;
  56642. /**
  56643. * Gets the xyz component (input)
  56644. */
  56645. readonly xyzIn: NodeMaterialConnectionPoint;
  56646. /**
  56647. * Gets the xy component (input)
  56648. */
  56649. readonly xyIn: NodeMaterialConnectionPoint;
  56650. /**
  56651. * Gets the xyz component (output)
  56652. */
  56653. readonly xyzOut: NodeMaterialConnectionPoint;
  56654. /**
  56655. * Gets the xy component (output)
  56656. */
  56657. readonly xyOut: NodeMaterialConnectionPoint;
  56658. /**
  56659. * Gets the x component (output)
  56660. */
  56661. readonly x: NodeMaterialConnectionPoint;
  56662. /**
  56663. * Gets the y component (output)
  56664. */
  56665. readonly y: NodeMaterialConnectionPoint;
  56666. /**
  56667. * Gets the z component (output)
  56668. */
  56669. readonly z: NodeMaterialConnectionPoint;
  56670. /**
  56671. * Gets the w component (output)
  56672. */
  56673. readonly w: NodeMaterialConnectionPoint;
  56674. protected _inputRename(name: string): string;
  56675. protected _outputRename(name: string): string;
  56676. protected _buildBlock(state: NodeMaterialBuildState): this;
  56677. }
  56678. }
  56679. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56680. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56681. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56682. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56683. /**
  56684. * Block used to lerp 2 values
  56685. */
  56686. export class LerpBlock extends NodeMaterialBlock {
  56687. /**
  56688. * Creates a new LerpBlock
  56689. * @param name defines the block name
  56690. */
  56691. constructor(name: string);
  56692. /**
  56693. * Gets the current class name
  56694. * @returns the class name
  56695. */
  56696. getClassName(): string;
  56697. /**
  56698. * Gets the left operand input component
  56699. */
  56700. readonly left: NodeMaterialConnectionPoint;
  56701. /**
  56702. * Gets the right operand input component
  56703. */
  56704. readonly right: NodeMaterialConnectionPoint;
  56705. /**
  56706. * Gets the gradient operand input component
  56707. */
  56708. readonly gradient: NodeMaterialConnectionPoint;
  56709. /**
  56710. * Gets the output component
  56711. */
  56712. readonly output: NodeMaterialConnectionPoint;
  56713. protected _buildBlock(state: NodeMaterialBuildState): this;
  56714. }
  56715. }
  56716. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56717. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56718. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56719. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56720. /**
  56721. * Block used to divide 2 vectors
  56722. */
  56723. export class DivideBlock extends NodeMaterialBlock {
  56724. /**
  56725. * Creates a new DivideBlock
  56726. * @param name defines the block name
  56727. */
  56728. constructor(name: string);
  56729. /**
  56730. * Gets the current class name
  56731. * @returns the class name
  56732. */
  56733. getClassName(): string;
  56734. /**
  56735. * Gets the left operand input component
  56736. */
  56737. readonly left: NodeMaterialConnectionPoint;
  56738. /**
  56739. * Gets the right operand input component
  56740. */
  56741. readonly right: NodeMaterialConnectionPoint;
  56742. /**
  56743. * Gets the output component
  56744. */
  56745. readonly output: NodeMaterialConnectionPoint;
  56746. protected _buildBlock(state: NodeMaterialBuildState): this;
  56747. }
  56748. }
  56749. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56750. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56751. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56752. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56753. /**
  56754. * Block used to subtract 2 vectors
  56755. */
  56756. export class SubtractBlock extends NodeMaterialBlock {
  56757. /**
  56758. * Creates a new SubtractBlock
  56759. * @param name defines the block name
  56760. */
  56761. constructor(name: string);
  56762. /**
  56763. * Gets the current class name
  56764. * @returns the class name
  56765. */
  56766. getClassName(): string;
  56767. /**
  56768. * Gets the left operand input component
  56769. */
  56770. readonly left: NodeMaterialConnectionPoint;
  56771. /**
  56772. * Gets the right operand input component
  56773. */
  56774. readonly right: NodeMaterialConnectionPoint;
  56775. /**
  56776. * Gets the output component
  56777. */
  56778. readonly output: NodeMaterialConnectionPoint;
  56779. protected _buildBlock(state: NodeMaterialBuildState): this;
  56780. }
  56781. }
  56782. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56783. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56784. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56785. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56786. /**
  56787. * Block used to step a value
  56788. */
  56789. export class StepBlock extends NodeMaterialBlock {
  56790. /**
  56791. * Creates a new AddBlock
  56792. * @param name defines the block name
  56793. */
  56794. constructor(name: string);
  56795. /**
  56796. * Gets the current class name
  56797. * @returns the class name
  56798. */
  56799. getClassName(): string;
  56800. /**
  56801. * Gets the value operand input component
  56802. */
  56803. readonly value: NodeMaterialConnectionPoint;
  56804. /**
  56805. * Gets the edge operand input component
  56806. */
  56807. readonly edge: NodeMaterialConnectionPoint;
  56808. /**
  56809. * Gets the output component
  56810. */
  56811. readonly output: NodeMaterialConnectionPoint;
  56812. protected _buildBlock(state: NodeMaterialBuildState): this;
  56813. }
  56814. }
  56815. declare module "babylonjs/Materials/Node/Blocks/oppositeBlock" {
  56816. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56817. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56818. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56819. /**
  56820. * Block used to get the opposite of a value
  56821. */
  56822. export class OppositeBlock extends NodeMaterialBlock {
  56823. /**
  56824. * Creates a new OppositeBlock
  56825. * @param name defines the block name
  56826. */
  56827. constructor(name: string);
  56828. /**
  56829. * Gets the current class name
  56830. * @returns the class name
  56831. */
  56832. getClassName(): string;
  56833. /**
  56834. * Gets the input component
  56835. */
  56836. readonly input: NodeMaterialConnectionPoint;
  56837. /**
  56838. * Gets the output component
  56839. */
  56840. readonly output: NodeMaterialConnectionPoint;
  56841. protected _buildBlock(state: NodeMaterialBuildState): this;
  56842. }
  56843. }
  56844. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56845. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56846. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56847. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56848. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56849. /**
  56850. * Block used to get the view direction
  56851. */
  56852. export class ViewDirectionBlock extends NodeMaterialBlock {
  56853. /**
  56854. * Creates a new ViewDirectionBlock
  56855. * @param name defines the block name
  56856. */
  56857. constructor(name: string);
  56858. /**
  56859. * Gets the current class name
  56860. * @returns the class name
  56861. */
  56862. getClassName(): string;
  56863. /**
  56864. * Gets the world position component
  56865. */
  56866. readonly worldPosition: NodeMaterialConnectionPoint;
  56867. /**
  56868. * Gets the camera position component
  56869. */
  56870. readonly cameraPosition: NodeMaterialConnectionPoint;
  56871. /**
  56872. * Gets the output component
  56873. */
  56874. readonly output: NodeMaterialConnectionPoint;
  56875. autoConfigure(material: NodeMaterial): void;
  56876. protected _buildBlock(state: NodeMaterialBuildState): this;
  56877. }
  56878. }
  56879. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  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 compute fresnel value
  56886. */
  56887. export class FresnelBlock extends NodeMaterialBlock {
  56888. /**
  56889. * Create a new FresnelBlock
  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 normal input component
  56900. */
  56901. readonly worldNormal: NodeMaterialConnectionPoint;
  56902. /**
  56903. * Gets the view direction input component
  56904. */
  56905. readonly viewDirection: NodeMaterialConnectionPoint;
  56906. /**
  56907. * Gets the bias input component
  56908. */
  56909. readonly bias: NodeMaterialConnectionPoint;
  56910. /**
  56911. * Gets the camera (or eye) position component
  56912. */
  56913. readonly power: NodeMaterialConnectionPoint;
  56914. /**
  56915. * Gets the fresnel output component
  56916. */
  56917. readonly fresnel: NodeMaterialConnectionPoint;
  56918. autoConfigure(material: NodeMaterial): void;
  56919. protected _buildBlock(state: NodeMaterialBuildState): this;
  56920. }
  56921. }
  56922. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  56923. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56924. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56925. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56926. /**
  56927. * Block used to get the max of 2 values
  56928. */
  56929. export class MaxBlock extends NodeMaterialBlock {
  56930. /**
  56931. * Creates a new MaxBlock
  56932. * @param name defines the block name
  56933. */
  56934. constructor(name: string);
  56935. /**
  56936. * Gets the current class name
  56937. * @returns the class name
  56938. */
  56939. getClassName(): string;
  56940. /**
  56941. * Gets the left operand input component
  56942. */
  56943. readonly left: NodeMaterialConnectionPoint;
  56944. /**
  56945. * Gets the right operand input component
  56946. */
  56947. readonly right: NodeMaterialConnectionPoint;
  56948. /**
  56949. * Gets the output component
  56950. */
  56951. readonly output: NodeMaterialConnectionPoint;
  56952. protected _buildBlock(state: NodeMaterialBuildState): this;
  56953. }
  56954. }
  56955. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  56956. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56957. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56958. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56959. /**
  56960. * Block used to get the min of 2 values
  56961. */
  56962. export class MinBlock extends NodeMaterialBlock {
  56963. /**
  56964. * Creates a new MinBlock
  56965. * @param name defines the block name
  56966. */
  56967. constructor(name: string);
  56968. /**
  56969. * Gets the current class name
  56970. * @returns the class name
  56971. */
  56972. getClassName(): string;
  56973. /**
  56974. * Gets the left operand input component
  56975. */
  56976. readonly left: NodeMaterialConnectionPoint;
  56977. /**
  56978. * Gets the right operand input component
  56979. */
  56980. readonly right: NodeMaterialConnectionPoint;
  56981. /**
  56982. * Gets the output component
  56983. */
  56984. readonly output: NodeMaterialConnectionPoint;
  56985. protected _buildBlock(state: NodeMaterialBuildState): this;
  56986. }
  56987. }
  56988. declare module "babylonjs/Materials/Node/Blocks/index" {
  56989. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56990. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56991. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56992. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56993. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56994. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56995. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56996. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56997. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56998. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56999. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57000. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57001. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57002. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57003. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57004. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57005. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57006. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57007. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57008. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57009. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57010. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57011. export * from "babylonjs/Materials/Node/Blocks/oppositeBlock";
  57012. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57013. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57014. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57015. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57016. }
  57017. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57018. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57019. }
  57020. declare module "babylonjs/Materials/Node/index" {
  57021. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57022. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57023. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57024. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57025. export * from "babylonjs/Materials/Node/nodeMaterial";
  57026. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57027. export * from "babylonjs/Materials/Node/Blocks/index";
  57028. export * from "babylonjs/Materials/Node/Optimizers/index";
  57029. }
  57030. declare module "babylonjs/Materials/effectRenderer" {
  57031. import { Nullable } from "babylonjs/types";
  57032. import { Texture } from "babylonjs/Materials/Textures/texture";
  57033. import { Engine } from "babylonjs/Engines/engine";
  57034. import { Viewport } from "babylonjs/Maths/math.viewport";
  57035. import { Observable } from "babylonjs/Misc/observable";
  57036. import { Effect } from "babylonjs/Materials/effect";
  57037. import "babylonjs/Shaders/postprocess.vertex";
  57038. /**
  57039. * Effect Render Options
  57040. */
  57041. export interface IEffectRendererOptions {
  57042. /**
  57043. * Defines the vertices positions.
  57044. */
  57045. positions?: number[];
  57046. /**
  57047. * Defines the indices.
  57048. */
  57049. indices?: number[];
  57050. }
  57051. /**
  57052. * Helper class to render one or more effects
  57053. */
  57054. export class EffectRenderer {
  57055. private engine;
  57056. private static _DefaultOptions;
  57057. private _vertexBuffers;
  57058. private _indexBuffer;
  57059. private _ringBufferIndex;
  57060. private _ringScreenBuffer;
  57061. private _fullscreenViewport;
  57062. private _getNextFrameBuffer;
  57063. /**
  57064. * Creates an effect renderer
  57065. * @param engine the engine to use for rendering
  57066. * @param options defines the options of the effect renderer
  57067. */
  57068. constructor(engine: Engine, options?: IEffectRendererOptions);
  57069. /**
  57070. * Sets the current viewport in normalized coordinates 0-1
  57071. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57072. */
  57073. setViewport(viewport?: Viewport): void;
  57074. /**
  57075. * Binds the embedded attributes buffer to the effect.
  57076. * @param effect Defines the effect to bind the attributes for
  57077. */
  57078. bindBuffers(effect: Effect): void;
  57079. /**
  57080. * Sets the current effect wrapper to use during draw.
  57081. * The effect needs to be ready before calling this api.
  57082. * This also sets the default full screen position attribute.
  57083. * @param effectWrapper Defines the effect to draw with
  57084. */
  57085. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57086. /**
  57087. * Draws a full screen quad.
  57088. */
  57089. draw(): void;
  57090. /**
  57091. * renders one or more effects to a specified texture
  57092. * @param effectWrappers list of effects to renderer
  57093. * @param outputTexture texture to draw to, if null it will render to the screen
  57094. */
  57095. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57096. /**
  57097. * Disposes of the effect renderer
  57098. */
  57099. dispose(): void;
  57100. }
  57101. /**
  57102. * Options to create an EffectWrapper
  57103. */
  57104. interface EffectWrapperCreationOptions {
  57105. /**
  57106. * Engine to use to create the effect
  57107. */
  57108. engine: Engine;
  57109. /**
  57110. * Fragment shader for the effect
  57111. */
  57112. fragmentShader: string;
  57113. /**
  57114. * Vertex shader for the effect
  57115. */
  57116. vertexShader?: string;
  57117. /**
  57118. * Attributes to use in the shader
  57119. */
  57120. attributeNames?: Array<string>;
  57121. /**
  57122. * Uniforms to use in the shader
  57123. */
  57124. uniformNames?: Array<string>;
  57125. /**
  57126. * Texture sampler names to use in the shader
  57127. */
  57128. samplerNames?: Array<string>;
  57129. /**
  57130. * The friendly name of the effect displayed in Spector.
  57131. */
  57132. name?: string;
  57133. }
  57134. /**
  57135. * Wraps an effect to be used for rendering
  57136. */
  57137. export class EffectWrapper {
  57138. /**
  57139. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57140. */
  57141. onApplyObservable: Observable<{}>;
  57142. /**
  57143. * The underlying effect
  57144. */
  57145. effect: Effect;
  57146. /**
  57147. * Creates an effect to be renderer
  57148. * @param creationOptions options to create the effect
  57149. */
  57150. constructor(creationOptions: EffectWrapperCreationOptions);
  57151. /**
  57152. * Disposes of the effect wrapper
  57153. */
  57154. dispose(): void;
  57155. }
  57156. }
  57157. declare module "babylonjs/Materials/index" {
  57158. export * from "babylonjs/Materials/Background/index";
  57159. export * from "babylonjs/Materials/colorCurves";
  57160. export * from "babylonjs/Materials/effect";
  57161. export * from "babylonjs/Materials/fresnelParameters";
  57162. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57163. export * from "babylonjs/Materials/material";
  57164. export * from "babylonjs/Materials/materialDefines";
  57165. export * from "babylonjs/Materials/materialHelper";
  57166. export * from "babylonjs/Materials/multiMaterial";
  57167. export * from "babylonjs/Materials/PBR/index";
  57168. export * from "babylonjs/Materials/pushMaterial";
  57169. export * from "babylonjs/Materials/shaderMaterial";
  57170. export * from "babylonjs/Materials/standardMaterial";
  57171. export * from "babylonjs/Materials/Textures/index";
  57172. export * from "babylonjs/Materials/uniformBuffer";
  57173. export * from "babylonjs/Materials/materialFlags";
  57174. export * from "babylonjs/Materials/Node/index";
  57175. export * from "babylonjs/Materials/effectRenderer";
  57176. }
  57177. declare module "babylonjs/Maths/index" {
  57178. export * from "babylonjs/Maths/math.scalar";
  57179. export * from "babylonjs/Maths/math";
  57180. export * from "babylonjs/Maths/sphericalPolynomial";
  57181. }
  57182. declare module "babylonjs/Misc/workerPool" {
  57183. import { IDisposable } from "babylonjs/scene";
  57184. /**
  57185. * Helper class to push actions to a pool of workers.
  57186. */
  57187. export class WorkerPool implements IDisposable {
  57188. private _workerInfos;
  57189. private _pendingActions;
  57190. /**
  57191. * Constructor
  57192. * @param workers Array of workers to use for actions
  57193. */
  57194. constructor(workers: Array<Worker>);
  57195. /**
  57196. * Terminates all workers and clears any pending actions.
  57197. */
  57198. dispose(): void;
  57199. /**
  57200. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57201. * pended until a worker has completed its action.
  57202. * @param action The action to perform. Call onComplete when the action is complete.
  57203. */
  57204. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57205. private _execute;
  57206. }
  57207. }
  57208. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57209. import { IDisposable } from "babylonjs/scene";
  57210. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57211. /**
  57212. * Configuration for Draco compression
  57213. */
  57214. export interface IDracoCompressionConfiguration {
  57215. /**
  57216. * Configuration for the decoder.
  57217. */
  57218. decoder: {
  57219. /**
  57220. * The url to the WebAssembly module.
  57221. */
  57222. wasmUrl?: string;
  57223. /**
  57224. * The url to the WebAssembly binary.
  57225. */
  57226. wasmBinaryUrl?: string;
  57227. /**
  57228. * The url to the fallback JavaScript module.
  57229. */
  57230. fallbackUrl?: string;
  57231. };
  57232. }
  57233. /**
  57234. * Draco compression (https://google.github.io/draco/)
  57235. *
  57236. * This class wraps the Draco module.
  57237. *
  57238. * **Encoder**
  57239. *
  57240. * The encoder is not currently implemented.
  57241. *
  57242. * **Decoder**
  57243. *
  57244. * 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.
  57245. *
  57246. * To update the configuration, use the following code:
  57247. * ```javascript
  57248. * DracoCompression.Configuration = {
  57249. * decoder: {
  57250. * wasmUrl: "<url to the WebAssembly library>",
  57251. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57252. * fallbackUrl: "<url to the fallback JavaScript library>",
  57253. * }
  57254. * };
  57255. * ```
  57256. *
  57257. * 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.
  57258. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57259. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57260. *
  57261. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57262. * ```javascript
  57263. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57264. * ```
  57265. *
  57266. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57267. */
  57268. export class DracoCompression implements IDisposable {
  57269. private _workerPoolPromise?;
  57270. private _decoderModulePromise?;
  57271. /**
  57272. * The configuration. Defaults to the following urls:
  57273. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57274. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57275. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57276. */
  57277. static Configuration: IDracoCompressionConfiguration;
  57278. /**
  57279. * Returns true if the decoder configuration is available.
  57280. */
  57281. static readonly DecoderAvailable: boolean;
  57282. /**
  57283. * Default number of workers to create when creating the draco compression object.
  57284. */
  57285. static DefaultNumWorkers: number;
  57286. private static GetDefaultNumWorkers;
  57287. private static _Default;
  57288. /**
  57289. * Default instance for the draco compression object.
  57290. */
  57291. static readonly Default: DracoCompression;
  57292. /**
  57293. * Constructor
  57294. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57295. */
  57296. constructor(numWorkers?: number);
  57297. /**
  57298. * Stop all async operations and release resources.
  57299. */
  57300. dispose(): void;
  57301. /**
  57302. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57303. * @returns a promise that resolves when ready
  57304. */
  57305. whenReadyAsync(): Promise<void>;
  57306. /**
  57307. * Decode Draco compressed mesh data to vertex data.
  57308. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57309. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57310. * @returns A promise that resolves with the decoded vertex data
  57311. */
  57312. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57313. [kind: string]: number;
  57314. }): Promise<VertexData>;
  57315. }
  57316. }
  57317. declare module "babylonjs/Meshes/Compression/index" {
  57318. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57319. }
  57320. declare module "babylonjs/Meshes/csg" {
  57321. import { Nullable } from "babylonjs/types";
  57322. import { Scene } from "babylonjs/scene";
  57323. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57324. import { Mesh } from "babylonjs/Meshes/mesh";
  57325. import { Material } from "babylonjs/Materials/material";
  57326. /**
  57327. * Class for building Constructive Solid Geometry
  57328. */
  57329. export class CSG {
  57330. private polygons;
  57331. /**
  57332. * The world matrix
  57333. */
  57334. matrix: Matrix;
  57335. /**
  57336. * Stores the position
  57337. */
  57338. position: Vector3;
  57339. /**
  57340. * Stores the rotation
  57341. */
  57342. rotation: Vector3;
  57343. /**
  57344. * Stores the rotation quaternion
  57345. */
  57346. rotationQuaternion: Nullable<Quaternion>;
  57347. /**
  57348. * Stores the scaling vector
  57349. */
  57350. scaling: Vector3;
  57351. /**
  57352. * Convert the Mesh to CSG
  57353. * @param mesh The Mesh to convert to CSG
  57354. * @returns A new CSG from the Mesh
  57355. */
  57356. static FromMesh(mesh: Mesh): CSG;
  57357. /**
  57358. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57359. * @param polygons Polygons used to construct a CSG solid
  57360. */
  57361. private static FromPolygons;
  57362. /**
  57363. * Clones, or makes a deep copy, of the CSG
  57364. * @returns A new CSG
  57365. */
  57366. clone(): CSG;
  57367. /**
  57368. * Unions this CSG with another CSG
  57369. * @param csg The CSG to union against this CSG
  57370. * @returns The unioned CSG
  57371. */
  57372. union(csg: CSG): CSG;
  57373. /**
  57374. * Unions this CSG with another CSG in place
  57375. * @param csg The CSG to union against this CSG
  57376. */
  57377. unionInPlace(csg: CSG): void;
  57378. /**
  57379. * Subtracts this CSG with another CSG
  57380. * @param csg The CSG to subtract against this CSG
  57381. * @returns A new CSG
  57382. */
  57383. subtract(csg: CSG): CSG;
  57384. /**
  57385. * Subtracts this CSG with another CSG in place
  57386. * @param csg The CSG to subtact against this CSG
  57387. */
  57388. subtractInPlace(csg: CSG): void;
  57389. /**
  57390. * Intersect this CSG with another CSG
  57391. * @param csg The CSG to intersect against this CSG
  57392. * @returns A new CSG
  57393. */
  57394. intersect(csg: CSG): CSG;
  57395. /**
  57396. * Intersects this CSG with another CSG in place
  57397. * @param csg The CSG to intersect against this CSG
  57398. */
  57399. intersectInPlace(csg: CSG): void;
  57400. /**
  57401. * Return a new CSG solid with solid and empty space switched. This solid is
  57402. * not modified.
  57403. * @returns A new CSG solid with solid and empty space switched
  57404. */
  57405. inverse(): CSG;
  57406. /**
  57407. * Inverses the CSG in place
  57408. */
  57409. inverseInPlace(): void;
  57410. /**
  57411. * This is used to keep meshes transformations so they can be restored
  57412. * when we build back a Babylon Mesh
  57413. * NB : All CSG operations are performed in world coordinates
  57414. * @param csg The CSG to copy the transform attributes from
  57415. * @returns This CSG
  57416. */
  57417. copyTransformAttributes(csg: CSG): CSG;
  57418. /**
  57419. * Build Raw mesh from CSG
  57420. * Coordinates here are in world space
  57421. * @param name The name of the mesh geometry
  57422. * @param scene The Scene
  57423. * @param keepSubMeshes Specifies if the submeshes should be kept
  57424. * @returns A new Mesh
  57425. */
  57426. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57427. /**
  57428. * Build Mesh from CSG taking material and transforms into account
  57429. * @param name The name of the Mesh
  57430. * @param material The material of the Mesh
  57431. * @param scene The Scene
  57432. * @param keepSubMeshes Specifies if submeshes should be kept
  57433. * @returns The new Mesh
  57434. */
  57435. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57436. }
  57437. }
  57438. declare module "babylonjs/Meshes/trailMesh" {
  57439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57440. import { Mesh } from "babylonjs/Meshes/mesh";
  57441. import { Scene } from "babylonjs/scene";
  57442. /**
  57443. * Class used to create a trail following a mesh
  57444. */
  57445. export class TrailMesh extends Mesh {
  57446. private _generator;
  57447. private _autoStart;
  57448. private _running;
  57449. private _diameter;
  57450. private _length;
  57451. private _sectionPolygonPointsCount;
  57452. private _sectionVectors;
  57453. private _sectionNormalVectors;
  57454. private _beforeRenderObserver;
  57455. /**
  57456. * @constructor
  57457. * @param name The value used by scene.getMeshByName() to do a lookup.
  57458. * @param generator The mesh to generate a trail.
  57459. * @param scene The scene to add this mesh to.
  57460. * @param diameter Diameter of trailing mesh. Default is 1.
  57461. * @param length Length of trailing mesh. Default is 60.
  57462. * @param autoStart Automatically start trailing mesh. Default true.
  57463. */
  57464. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57465. /**
  57466. * "TrailMesh"
  57467. * @returns "TrailMesh"
  57468. */
  57469. getClassName(): string;
  57470. private _createMesh;
  57471. /**
  57472. * Start trailing mesh.
  57473. */
  57474. start(): void;
  57475. /**
  57476. * Stop trailing mesh.
  57477. */
  57478. stop(): void;
  57479. /**
  57480. * Update trailing mesh geometry.
  57481. */
  57482. update(): void;
  57483. /**
  57484. * Returns a new TrailMesh object.
  57485. * @param name is a string, the name given to the new mesh
  57486. * @param newGenerator use new generator object for cloned trail mesh
  57487. * @returns a new mesh
  57488. */
  57489. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57490. /**
  57491. * Serializes this trail mesh
  57492. * @param serializationObject object to write serialization to
  57493. */
  57494. serialize(serializationObject: any): void;
  57495. /**
  57496. * Parses a serialized trail mesh
  57497. * @param parsedMesh the serialized mesh
  57498. * @param scene the scene to create the trail mesh in
  57499. * @returns the created trail mesh
  57500. */
  57501. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57502. }
  57503. }
  57504. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57505. import { Nullable } from "babylonjs/types";
  57506. import { Scene } from "babylonjs/scene";
  57507. import { Vector4 } from "babylonjs/Maths/math.vector";
  57508. import { Color4 } from "babylonjs/Maths/math.color";
  57509. import { Mesh } from "babylonjs/Meshes/mesh";
  57510. /**
  57511. * Class containing static functions to help procedurally build meshes
  57512. */
  57513. export class TiledBoxBuilder {
  57514. /**
  57515. * Creates a box mesh
  57516. * 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)
  57517. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57519. * * If you create a double-sided mesh, you can choose what parts of 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
  57520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57521. * @param name defines the name of the mesh
  57522. * @param options defines the options used to create the mesh
  57523. * @param scene defines the hosting scene
  57524. * @returns the box mesh
  57525. */
  57526. static CreateTiledBox(name: string, options: {
  57527. pattern?: number;
  57528. width?: number;
  57529. height?: number;
  57530. depth?: number;
  57531. tileSize?: number;
  57532. tileWidth?: number;
  57533. tileHeight?: number;
  57534. alignHorizontal?: number;
  57535. alignVertical?: number;
  57536. faceUV?: Vector4[];
  57537. faceColors?: Color4[];
  57538. sideOrientation?: number;
  57539. updatable?: boolean;
  57540. }, scene?: Nullable<Scene>): Mesh;
  57541. }
  57542. }
  57543. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57544. import { Vector4 } from "babylonjs/Maths/math.vector";
  57545. import { Mesh } from "babylonjs/Meshes/mesh";
  57546. /**
  57547. * Class containing static functions to help procedurally build meshes
  57548. */
  57549. export class TorusKnotBuilder {
  57550. /**
  57551. * Creates a torus knot mesh
  57552. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57553. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57554. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57555. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57556. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57557. * * If you create a double-sided mesh, you can choose what parts of 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
  57558. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57559. * @param name defines the name of the mesh
  57560. * @param options defines the options used to create the mesh
  57561. * @param scene defines the hosting scene
  57562. * @returns the torus knot mesh
  57563. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57564. */
  57565. static CreateTorusKnot(name: string, options: {
  57566. radius?: number;
  57567. tube?: number;
  57568. radialSegments?: number;
  57569. tubularSegments?: number;
  57570. p?: number;
  57571. q?: number;
  57572. updatable?: boolean;
  57573. sideOrientation?: number;
  57574. frontUVs?: Vector4;
  57575. backUVs?: Vector4;
  57576. }, scene: any): Mesh;
  57577. }
  57578. }
  57579. declare module "babylonjs/Meshes/polygonMesh" {
  57580. import { Scene } from "babylonjs/scene";
  57581. import { Vector2 } from "babylonjs/Maths/math.vector";
  57582. import { Mesh } from "babylonjs/Meshes/mesh";
  57583. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57584. import { Path2 } from "babylonjs/Maths/math.path";
  57585. /**
  57586. * Polygon
  57587. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57588. */
  57589. export class Polygon {
  57590. /**
  57591. * Creates a rectangle
  57592. * @param xmin bottom X coord
  57593. * @param ymin bottom Y coord
  57594. * @param xmax top X coord
  57595. * @param ymax top Y coord
  57596. * @returns points that make the resulting rectation
  57597. */
  57598. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57599. /**
  57600. * Creates a circle
  57601. * @param radius radius of circle
  57602. * @param cx scale in x
  57603. * @param cy scale in y
  57604. * @param numberOfSides number of sides that make up the circle
  57605. * @returns points that make the resulting circle
  57606. */
  57607. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57608. /**
  57609. * Creates a polygon from input string
  57610. * @param input Input polygon data
  57611. * @returns the parsed points
  57612. */
  57613. static Parse(input: string): Vector2[];
  57614. /**
  57615. * Starts building a polygon from x and y coordinates
  57616. * @param x x coordinate
  57617. * @param y y coordinate
  57618. * @returns the started path2
  57619. */
  57620. static StartingAt(x: number, y: number): Path2;
  57621. }
  57622. /**
  57623. * Builds a polygon
  57624. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57625. */
  57626. export class PolygonMeshBuilder {
  57627. private _points;
  57628. private _outlinepoints;
  57629. private _holes;
  57630. private _name;
  57631. private _scene;
  57632. private _epoints;
  57633. private _eholes;
  57634. private _addToepoint;
  57635. /**
  57636. * Babylon reference to the earcut plugin.
  57637. */
  57638. bjsEarcut: any;
  57639. /**
  57640. * Creates a PolygonMeshBuilder
  57641. * @param name name of the builder
  57642. * @param contours Path of the polygon
  57643. * @param scene scene to add to when creating the mesh
  57644. * @param earcutInjection can be used to inject your own earcut reference
  57645. */
  57646. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57647. /**
  57648. * Adds a whole within the polygon
  57649. * @param hole Array of points defining the hole
  57650. * @returns this
  57651. */
  57652. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57653. /**
  57654. * Creates the polygon
  57655. * @param updatable If the mesh should be updatable
  57656. * @param depth The depth of the mesh created
  57657. * @returns the created mesh
  57658. */
  57659. build(updatable?: boolean, depth?: number): Mesh;
  57660. /**
  57661. * Creates the polygon
  57662. * @param depth The depth of the mesh created
  57663. * @returns the created VertexData
  57664. */
  57665. buildVertexData(depth?: number): VertexData;
  57666. /**
  57667. * Adds a side to the polygon
  57668. * @param positions points that make the polygon
  57669. * @param normals normals of the polygon
  57670. * @param uvs uvs of the polygon
  57671. * @param indices indices of the polygon
  57672. * @param bounds bounds of the polygon
  57673. * @param points points of the polygon
  57674. * @param depth depth of the polygon
  57675. * @param flip flip of the polygon
  57676. */
  57677. private addSide;
  57678. }
  57679. }
  57680. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57681. import { Scene } from "babylonjs/scene";
  57682. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57683. import { Color4 } from "babylonjs/Maths/math.color";
  57684. import { Mesh } from "babylonjs/Meshes/mesh";
  57685. import { Nullable } from "babylonjs/types";
  57686. /**
  57687. * Class containing static functions to help procedurally build meshes
  57688. */
  57689. export class PolygonBuilder {
  57690. /**
  57691. * Creates a polygon mesh
  57692. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57693. * * 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
  57694. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57696. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57697. * * Remember you can only change the shape positions, not their number when updating a polygon
  57698. * @param name defines the name of the mesh
  57699. * @param options defines the options used to create the mesh
  57700. * @param scene defines the hosting scene
  57701. * @param earcutInjection can be used to inject your own earcut reference
  57702. * @returns the polygon mesh
  57703. */
  57704. static CreatePolygon(name: string, options: {
  57705. shape: Vector3[];
  57706. holes?: Vector3[][];
  57707. depth?: number;
  57708. faceUV?: Vector4[];
  57709. faceColors?: Color4[];
  57710. updatable?: boolean;
  57711. sideOrientation?: number;
  57712. frontUVs?: Vector4;
  57713. backUVs?: Vector4;
  57714. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57715. /**
  57716. * Creates an extruded polygon mesh, with depth in the Y direction.
  57717. * * 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)
  57718. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57719. * @param name defines the name of the mesh
  57720. * @param options defines the options used to create the mesh
  57721. * @param scene defines the hosting scene
  57722. * @param earcutInjection can be used to inject your own earcut reference
  57723. * @returns the polygon mesh
  57724. */
  57725. static ExtrudePolygon(name: string, options: {
  57726. shape: Vector3[];
  57727. holes?: Vector3[][];
  57728. depth?: number;
  57729. faceUV?: Vector4[];
  57730. faceColors?: Color4[];
  57731. updatable?: boolean;
  57732. sideOrientation?: number;
  57733. frontUVs?: Vector4;
  57734. backUVs?: Vector4;
  57735. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57736. }
  57737. }
  57738. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57739. import { Scene } from "babylonjs/scene";
  57740. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57741. import { Mesh } from "babylonjs/Meshes/mesh";
  57742. import { Nullable } from "babylonjs/types";
  57743. /**
  57744. * Class containing static functions to help procedurally build meshes
  57745. */
  57746. export class LatheBuilder {
  57747. /**
  57748. * Creates lathe mesh.
  57749. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57750. * * 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
  57751. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57752. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57753. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57754. * * 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
  57755. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57756. * * 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
  57757. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57758. * * If you create a double-sided mesh, you can choose what parts of 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
  57759. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57760. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57761. * @param name defines the name of the mesh
  57762. * @param options defines the options used to create the mesh
  57763. * @param scene defines the hosting scene
  57764. * @returns the lathe mesh
  57765. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57766. */
  57767. static CreateLathe(name: string, options: {
  57768. shape: Vector3[];
  57769. radius?: number;
  57770. tessellation?: number;
  57771. clip?: number;
  57772. arc?: number;
  57773. closed?: boolean;
  57774. updatable?: boolean;
  57775. sideOrientation?: number;
  57776. frontUVs?: Vector4;
  57777. backUVs?: Vector4;
  57778. cap?: number;
  57779. invertUV?: boolean;
  57780. }, scene?: Nullable<Scene>): Mesh;
  57781. }
  57782. }
  57783. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57784. import { Nullable } from "babylonjs/types";
  57785. import { Scene } from "babylonjs/scene";
  57786. import { Vector4 } from "babylonjs/Maths/math.vector";
  57787. import { Mesh } from "babylonjs/Meshes/mesh";
  57788. /**
  57789. * Class containing static functions to help procedurally build meshes
  57790. */
  57791. export class TiledPlaneBuilder {
  57792. /**
  57793. * Creates a tiled plane mesh
  57794. * * The parameter `pattern` will, depending on value, do nothing or
  57795. * * * flip (reflect about central vertical) alternate tiles across and up
  57796. * * * flip every tile on alternate rows
  57797. * * * rotate (180 degs) alternate tiles across and up
  57798. * * * rotate every tile on alternate rows
  57799. * * * flip and rotate alternate tiles across and up
  57800. * * * flip and rotate every tile on alternate rows
  57801. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57802. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57803. * * If you create a double-sided mesh, you can choose what parts of 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
  57804. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57805. * * 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)
  57806. * * 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)
  57807. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57808. * @param name defines the name of the mesh
  57809. * @param options defines the options used to create the mesh
  57810. * @param scene defines the hosting scene
  57811. * @returns the box mesh
  57812. */
  57813. static CreateTiledPlane(name: string, options: {
  57814. pattern?: number;
  57815. tileSize?: number;
  57816. tileWidth?: number;
  57817. tileHeight?: number;
  57818. size?: number;
  57819. width?: number;
  57820. height?: number;
  57821. alignHorizontal?: number;
  57822. alignVertical?: number;
  57823. sideOrientation?: number;
  57824. frontUVs?: Vector4;
  57825. backUVs?: Vector4;
  57826. updatable?: boolean;
  57827. }, scene?: Nullable<Scene>): Mesh;
  57828. }
  57829. }
  57830. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57831. import { Nullable } from "babylonjs/types";
  57832. import { Scene } from "babylonjs/scene";
  57833. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57834. import { Mesh } from "babylonjs/Meshes/mesh";
  57835. /**
  57836. * Class containing static functions to help procedurally build meshes
  57837. */
  57838. export class TubeBuilder {
  57839. /**
  57840. * Creates a tube mesh.
  57841. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57842. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57843. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57844. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57845. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57846. * * 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)
  57847. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57848. * * 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
  57849. * * 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
  57850. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57851. * * If you create a double-sided mesh, you can choose what parts of 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
  57852. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57854. * @param name defines the name of the mesh
  57855. * @param options defines the options used to create the mesh
  57856. * @param scene defines the hosting scene
  57857. * @returns the tube mesh
  57858. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57859. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57860. */
  57861. static CreateTube(name: string, options: {
  57862. path: Vector3[];
  57863. radius?: number;
  57864. tessellation?: number;
  57865. radiusFunction?: {
  57866. (i: number, distance: number): number;
  57867. };
  57868. cap?: number;
  57869. arc?: number;
  57870. updatable?: boolean;
  57871. sideOrientation?: number;
  57872. frontUVs?: Vector4;
  57873. backUVs?: Vector4;
  57874. instance?: Mesh;
  57875. invertUV?: boolean;
  57876. }, scene?: Nullable<Scene>): Mesh;
  57877. }
  57878. }
  57879. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57880. import { Scene } from "babylonjs/scene";
  57881. import { Vector4 } from "babylonjs/Maths/math.vector";
  57882. import { Mesh } from "babylonjs/Meshes/mesh";
  57883. import { Nullable } from "babylonjs/types";
  57884. /**
  57885. * Class containing static functions to help procedurally build meshes
  57886. */
  57887. export class IcoSphereBuilder {
  57888. /**
  57889. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57890. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57891. * * 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`)
  57892. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57893. * * 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
  57894. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57895. * * If you create a double-sided mesh, you can choose what parts of 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
  57896. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57897. * @param name defines the name of the mesh
  57898. * @param options defines the options used to create the mesh
  57899. * @param scene defines the hosting scene
  57900. * @returns the icosahedron mesh
  57901. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57902. */
  57903. static CreateIcoSphere(name: string, options: {
  57904. radius?: number;
  57905. radiusX?: number;
  57906. radiusY?: number;
  57907. radiusZ?: number;
  57908. flat?: boolean;
  57909. subdivisions?: number;
  57910. sideOrientation?: number;
  57911. frontUVs?: Vector4;
  57912. backUVs?: Vector4;
  57913. updatable?: boolean;
  57914. }, scene?: Nullable<Scene>): Mesh;
  57915. }
  57916. }
  57917. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57918. import { Vector3 } from "babylonjs/Maths/math.vector";
  57919. import { Mesh } from "babylonjs/Meshes/mesh";
  57920. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57921. /**
  57922. * Class containing static functions to help procedurally build meshes
  57923. */
  57924. export class DecalBuilder {
  57925. /**
  57926. * Creates a decal mesh.
  57927. * 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
  57928. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57929. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57930. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57931. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57932. * @param name defines the name of the mesh
  57933. * @param sourceMesh defines the mesh where the decal must be applied
  57934. * @param options defines the options used to create the mesh
  57935. * @param scene defines the hosting scene
  57936. * @returns the decal mesh
  57937. * @see https://doc.babylonjs.com/how_to/decals
  57938. */
  57939. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57940. position?: Vector3;
  57941. normal?: Vector3;
  57942. size?: Vector3;
  57943. angle?: number;
  57944. }): Mesh;
  57945. }
  57946. }
  57947. declare module "babylonjs/Meshes/meshBuilder" {
  57948. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57949. import { Nullable } from "babylonjs/types";
  57950. import { Scene } from "babylonjs/scene";
  57951. import { Mesh } from "babylonjs/Meshes/mesh";
  57952. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57953. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57954. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57955. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57956. import { Plane } from "babylonjs/Maths/math.plane";
  57957. /**
  57958. * Class containing static functions to help procedurally build meshes
  57959. */
  57960. export class MeshBuilder {
  57961. /**
  57962. * Creates a box mesh
  57963. * * The parameter `size` sets the size (float) of each box side (default 1)
  57964. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57965. * * 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)
  57966. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57967. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57968. * * If you create a double-sided mesh, you can choose what parts of 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
  57969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57970. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57971. * @param name defines the name of the mesh
  57972. * @param options defines the options used to create the mesh
  57973. * @param scene defines the hosting scene
  57974. * @returns the box mesh
  57975. */
  57976. static CreateBox(name: string, options: {
  57977. size?: number;
  57978. width?: number;
  57979. height?: number;
  57980. depth?: number;
  57981. faceUV?: Vector4[];
  57982. faceColors?: Color4[];
  57983. sideOrientation?: number;
  57984. frontUVs?: Vector4;
  57985. backUVs?: Vector4;
  57986. updatable?: boolean;
  57987. }, scene?: Nullable<Scene>): Mesh;
  57988. /**
  57989. * Creates a tiled box mesh
  57990. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57992. * @param name defines the name of the mesh
  57993. * @param options defines the options used to create the mesh
  57994. * @param scene defines the hosting scene
  57995. * @returns the tiled box mesh
  57996. */
  57997. static CreateTiledBox(name: string, options: {
  57998. pattern?: number;
  57999. size?: number;
  58000. width?: number;
  58001. height?: number;
  58002. depth: number;
  58003. tileSize?: number;
  58004. tileWidth?: number;
  58005. tileHeight?: number;
  58006. faceUV?: Vector4[];
  58007. faceColors?: Color4[];
  58008. alignHorizontal?: number;
  58009. alignVertical?: number;
  58010. sideOrientation?: number;
  58011. updatable?: boolean;
  58012. }, scene?: Nullable<Scene>): Mesh;
  58013. /**
  58014. * Creates a sphere mesh
  58015. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58016. * * 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`)
  58017. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58018. * * 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
  58019. * * 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)
  58020. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58021. * * If you create a double-sided mesh, you can choose what parts of 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
  58022. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58023. * @param name defines the name of the mesh
  58024. * @param options defines the options used to create the mesh
  58025. * @param scene defines the hosting scene
  58026. * @returns the sphere mesh
  58027. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58028. */
  58029. static CreateSphere(name: string, options: {
  58030. segments?: number;
  58031. diameter?: number;
  58032. diameterX?: number;
  58033. diameterY?: number;
  58034. diameterZ?: number;
  58035. arc?: number;
  58036. slice?: number;
  58037. sideOrientation?: number;
  58038. frontUVs?: Vector4;
  58039. backUVs?: Vector4;
  58040. updatable?: boolean;
  58041. }, scene?: Nullable<Scene>): Mesh;
  58042. /**
  58043. * Creates a plane polygonal mesh. By default, this is a disc
  58044. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58045. * * 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
  58046. * * 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
  58047. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58048. * * If you create a double-sided mesh, you can choose what parts of 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
  58049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58050. * @param name defines the name of the mesh
  58051. * @param options defines the options used to create the mesh
  58052. * @param scene defines the hosting scene
  58053. * @returns the plane polygonal mesh
  58054. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58055. */
  58056. static CreateDisc(name: string, options: {
  58057. radius?: number;
  58058. tessellation?: number;
  58059. arc?: number;
  58060. updatable?: boolean;
  58061. sideOrientation?: number;
  58062. frontUVs?: Vector4;
  58063. backUVs?: Vector4;
  58064. }, scene?: Nullable<Scene>): Mesh;
  58065. /**
  58066. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58067. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58068. * * 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`)
  58069. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58070. * * 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
  58071. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58072. * * If you create a double-sided mesh, you can choose what parts of 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
  58073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58074. * @param name defines the name of the mesh
  58075. * @param options defines the options used to create the mesh
  58076. * @param scene defines the hosting scene
  58077. * @returns the icosahedron mesh
  58078. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58079. */
  58080. static CreateIcoSphere(name: string, options: {
  58081. radius?: number;
  58082. radiusX?: number;
  58083. radiusY?: number;
  58084. radiusZ?: number;
  58085. flat?: boolean;
  58086. subdivisions?: number;
  58087. sideOrientation?: number;
  58088. frontUVs?: Vector4;
  58089. backUVs?: Vector4;
  58090. updatable?: boolean;
  58091. }, scene?: Nullable<Scene>): Mesh;
  58092. /**
  58093. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58094. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58095. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58096. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58097. * * 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
  58098. * * 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
  58099. * * 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
  58100. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58101. * * If you create a double-sided mesh, you can choose what parts of 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
  58102. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58103. * * 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
  58104. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58105. * * 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
  58106. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58107. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58108. * @param name defines the name of the mesh
  58109. * @param options defines the options used to create the mesh
  58110. * @param scene defines the hosting scene
  58111. * @returns the ribbon mesh
  58112. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58113. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58114. */
  58115. static CreateRibbon(name: string, options: {
  58116. pathArray: Vector3[][];
  58117. closeArray?: boolean;
  58118. closePath?: boolean;
  58119. offset?: number;
  58120. updatable?: boolean;
  58121. sideOrientation?: number;
  58122. frontUVs?: Vector4;
  58123. backUVs?: Vector4;
  58124. instance?: Mesh;
  58125. invertUV?: boolean;
  58126. uvs?: Vector2[];
  58127. colors?: Color4[];
  58128. }, scene?: Nullable<Scene>): Mesh;
  58129. /**
  58130. * Creates a cylinder or a cone mesh
  58131. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58132. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58133. * * 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.
  58134. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58135. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58136. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58137. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58138. * * 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).
  58139. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58140. * * 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).
  58141. * * 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
  58142. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58143. * * 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
  58144. * * 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.
  58145. * * If `enclose` is false, a ring surface is one element.
  58146. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58147. * * 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
  58148. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58149. * * If you create a double-sided mesh, you can choose what parts of 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
  58150. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58151. * @param name defines the name of the mesh
  58152. * @param options defines the options used to create the mesh
  58153. * @param scene defines the hosting scene
  58154. * @returns the cylinder mesh
  58155. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58156. */
  58157. static CreateCylinder(name: string, options: {
  58158. height?: number;
  58159. diameterTop?: number;
  58160. diameterBottom?: number;
  58161. diameter?: number;
  58162. tessellation?: number;
  58163. subdivisions?: number;
  58164. arc?: number;
  58165. faceColors?: Color4[];
  58166. faceUV?: Vector4[];
  58167. updatable?: boolean;
  58168. hasRings?: boolean;
  58169. enclose?: boolean;
  58170. cap?: number;
  58171. sideOrientation?: number;
  58172. frontUVs?: Vector4;
  58173. backUVs?: Vector4;
  58174. }, scene?: Nullable<Scene>): Mesh;
  58175. /**
  58176. * Creates a torus mesh
  58177. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58178. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58179. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58180. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58181. * * If you create a double-sided mesh, you can choose what parts of 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
  58182. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58183. * @param name defines the name of the mesh
  58184. * @param options defines the options used to create the mesh
  58185. * @param scene defines the hosting scene
  58186. * @returns the torus mesh
  58187. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58188. */
  58189. static CreateTorus(name: string, options: {
  58190. diameter?: number;
  58191. thickness?: number;
  58192. tessellation?: number;
  58193. updatable?: boolean;
  58194. sideOrientation?: number;
  58195. frontUVs?: Vector4;
  58196. backUVs?: Vector4;
  58197. }, scene?: Nullable<Scene>): Mesh;
  58198. /**
  58199. * Creates a torus knot mesh
  58200. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58201. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58202. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58203. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58204. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58205. * * If you create a double-sided mesh, you can choose what parts of 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
  58206. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58207. * @param name defines the name of the mesh
  58208. * @param options defines the options used to create the mesh
  58209. * @param scene defines the hosting scene
  58210. * @returns the torus knot mesh
  58211. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58212. */
  58213. static CreateTorusKnot(name: string, options: {
  58214. radius?: number;
  58215. tube?: number;
  58216. radialSegments?: number;
  58217. tubularSegments?: number;
  58218. p?: number;
  58219. q?: number;
  58220. updatable?: boolean;
  58221. sideOrientation?: number;
  58222. frontUVs?: Vector4;
  58223. backUVs?: Vector4;
  58224. }, scene?: Nullable<Scene>): Mesh;
  58225. /**
  58226. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58227. * * 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
  58228. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58229. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58230. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58231. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58232. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58233. * * 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
  58234. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58235. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58236. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58237. * @param name defines the name of the new line system
  58238. * @param options defines the options used to create the line system
  58239. * @param scene defines the hosting scene
  58240. * @returns a new line system mesh
  58241. */
  58242. static CreateLineSystem(name: string, options: {
  58243. lines: Vector3[][];
  58244. updatable?: boolean;
  58245. instance?: Nullable<LinesMesh>;
  58246. colors?: Nullable<Color4[][]>;
  58247. useVertexAlpha?: boolean;
  58248. }, scene: Nullable<Scene>): LinesMesh;
  58249. /**
  58250. * Creates a line mesh
  58251. * 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
  58252. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58253. * * The parameter `points` is an array successive Vector3
  58254. * * 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
  58255. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58256. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58257. * * When updating an instance, remember that only point positions can change, not the number of points
  58258. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58259. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58260. * @param name defines the name of the new line system
  58261. * @param options defines the options used to create the line system
  58262. * @param scene defines the hosting scene
  58263. * @returns a new line mesh
  58264. */
  58265. static CreateLines(name: string, options: {
  58266. points: Vector3[];
  58267. updatable?: boolean;
  58268. instance?: Nullable<LinesMesh>;
  58269. colors?: Color4[];
  58270. useVertexAlpha?: boolean;
  58271. }, scene?: Nullable<Scene>): LinesMesh;
  58272. /**
  58273. * Creates a dashed line mesh
  58274. * * 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
  58275. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58276. * * The parameter `points` is an array successive Vector3
  58277. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58278. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58279. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58280. * * 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
  58281. * * When updating an instance, remember that only point positions can change, not the number of points
  58282. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58283. * @param name defines the name of the mesh
  58284. * @param options defines the options used to create the mesh
  58285. * @param scene defines the hosting scene
  58286. * @returns the dashed line mesh
  58287. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58288. */
  58289. static CreateDashedLines(name: string, options: {
  58290. points: Vector3[];
  58291. dashSize?: number;
  58292. gapSize?: number;
  58293. dashNb?: number;
  58294. updatable?: boolean;
  58295. instance?: LinesMesh;
  58296. }, scene?: Nullable<Scene>): LinesMesh;
  58297. /**
  58298. * 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.
  58299. * * 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.
  58300. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58301. * * 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.
  58302. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58303. * * 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
  58304. * * 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
  58305. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58306. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58307. * * If you create a double-sided mesh, you can choose what parts of 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
  58308. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58309. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58310. * @param name defines the name of the mesh
  58311. * @param options defines the options used to create the mesh
  58312. * @param scene defines the hosting scene
  58313. * @returns the extruded shape mesh
  58314. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58315. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58316. */
  58317. static ExtrudeShape(name: string, options: {
  58318. shape: Vector3[];
  58319. path: Vector3[];
  58320. scale?: number;
  58321. rotation?: number;
  58322. cap?: number;
  58323. updatable?: boolean;
  58324. sideOrientation?: number;
  58325. frontUVs?: Vector4;
  58326. backUVs?: Vector4;
  58327. instance?: Mesh;
  58328. invertUV?: boolean;
  58329. }, scene?: Nullable<Scene>): Mesh;
  58330. /**
  58331. * Creates an custom extruded shape mesh.
  58332. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58333. * * 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.
  58334. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58335. * * 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
  58336. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58337. * * 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
  58338. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58339. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58340. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58341. * * 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
  58342. * * 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
  58343. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58344. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58345. * * If you create a double-sided mesh, you can choose what parts of 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
  58346. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58347. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58348. * @param name defines the name of the mesh
  58349. * @param options defines the options used to create the mesh
  58350. * @param scene defines the hosting scene
  58351. * @returns the custom extruded shape mesh
  58352. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58353. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58354. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58355. */
  58356. static ExtrudeShapeCustom(name: string, options: {
  58357. shape: Vector3[];
  58358. path: Vector3[];
  58359. scaleFunction?: any;
  58360. rotationFunction?: any;
  58361. ribbonCloseArray?: boolean;
  58362. ribbonClosePath?: boolean;
  58363. cap?: number;
  58364. updatable?: boolean;
  58365. sideOrientation?: number;
  58366. frontUVs?: Vector4;
  58367. backUVs?: Vector4;
  58368. instance?: Mesh;
  58369. invertUV?: boolean;
  58370. }, scene?: Nullable<Scene>): Mesh;
  58371. /**
  58372. * Creates lathe mesh.
  58373. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58374. * * 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
  58375. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58376. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58377. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58378. * * 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
  58379. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58380. * * 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
  58381. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58382. * * If you create a double-sided mesh, you can choose what parts of 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
  58383. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58384. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58385. * @param name defines the name of the mesh
  58386. * @param options defines the options used to create the mesh
  58387. * @param scene defines the hosting scene
  58388. * @returns the lathe mesh
  58389. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58390. */
  58391. static CreateLathe(name: string, options: {
  58392. shape: Vector3[];
  58393. radius?: number;
  58394. tessellation?: number;
  58395. clip?: number;
  58396. arc?: number;
  58397. closed?: boolean;
  58398. updatable?: boolean;
  58399. sideOrientation?: number;
  58400. frontUVs?: Vector4;
  58401. backUVs?: Vector4;
  58402. cap?: number;
  58403. invertUV?: boolean;
  58404. }, scene?: Nullable<Scene>): Mesh;
  58405. /**
  58406. * Creates a tiled plane mesh
  58407. * * You can set a limited pattern arrangement with the tiles
  58408. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58409. * * If you create a double-sided mesh, you can choose what parts of 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
  58410. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58411. * @param name defines the name of the mesh
  58412. * @param options defines the options used to create the mesh
  58413. * @param scene defines the hosting scene
  58414. * @returns the plane mesh
  58415. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58416. */
  58417. static CreateTiledPlane(name: string, options: {
  58418. pattern?: number;
  58419. tileSize?: number;
  58420. tileWidth?: number;
  58421. tileHeight?: number;
  58422. size?: number;
  58423. width?: number;
  58424. height?: number;
  58425. alignHorizontal?: number;
  58426. alignVertical?: number;
  58427. sideOrientation?: number;
  58428. frontUVs?: Vector4;
  58429. backUVs?: Vector4;
  58430. updatable?: boolean;
  58431. }, scene?: Nullable<Scene>): Mesh;
  58432. /**
  58433. * Creates a plane mesh
  58434. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58435. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58436. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58437. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58438. * * If you create a double-sided mesh, you can choose what parts of 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
  58439. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58440. * @param name defines the name of the mesh
  58441. * @param options defines the options used to create the mesh
  58442. * @param scene defines the hosting scene
  58443. * @returns the plane mesh
  58444. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58445. */
  58446. static CreatePlane(name: string, options: {
  58447. size?: number;
  58448. width?: number;
  58449. height?: number;
  58450. sideOrientation?: number;
  58451. frontUVs?: Vector4;
  58452. backUVs?: Vector4;
  58453. updatable?: boolean;
  58454. sourcePlane?: Plane;
  58455. }, scene?: Nullable<Scene>): Mesh;
  58456. /**
  58457. * Creates a ground mesh
  58458. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58459. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58460. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58461. * @param name defines the name of the mesh
  58462. * @param options defines the options used to create the mesh
  58463. * @param scene defines the hosting scene
  58464. * @returns the ground mesh
  58465. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58466. */
  58467. static CreateGround(name: string, options: {
  58468. width?: number;
  58469. height?: number;
  58470. subdivisions?: number;
  58471. subdivisionsX?: number;
  58472. subdivisionsY?: number;
  58473. updatable?: boolean;
  58474. }, scene?: Nullable<Scene>): Mesh;
  58475. /**
  58476. * Creates a tiled ground mesh
  58477. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58478. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58479. * * 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
  58480. * * 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
  58481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58482. * @param name defines the name of the mesh
  58483. * @param options defines the options used to create the mesh
  58484. * @param scene defines the hosting scene
  58485. * @returns the tiled ground mesh
  58486. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58487. */
  58488. static CreateTiledGround(name: string, options: {
  58489. xmin: number;
  58490. zmin: number;
  58491. xmax: number;
  58492. zmax: number;
  58493. subdivisions?: {
  58494. w: number;
  58495. h: number;
  58496. };
  58497. precision?: {
  58498. w: number;
  58499. h: number;
  58500. };
  58501. updatable?: boolean;
  58502. }, scene?: Nullable<Scene>): Mesh;
  58503. /**
  58504. * Creates a ground mesh from a height map
  58505. * * The parameter `url` sets the URL of the height map image resource.
  58506. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58507. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58508. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58509. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58510. * * 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.
  58511. * * 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).
  58512. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58514. * @param name defines the name of the mesh
  58515. * @param url defines the url to the height map
  58516. * @param options defines the options used to create the mesh
  58517. * @param scene defines the hosting scene
  58518. * @returns the ground mesh
  58519. * @see https://doc.babylonjs.com/babylon101/height_map
  58520. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58521. */
  58522. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58523. width?: number;
  58524. height?: number;
  58525. subdivisions?: number;
  58526. minHeight?: number;
  58527. maxHeight?: number;
  58528. colorFilter?: Color3;
  58529. alphaFilter?: number;
  58530. updatable?: boolean;
  58531. onReady?: (mesh: GroundMesh) => void;
  58532. }, scene?: Nullable<Scene>): GroundMesh;
  58533. /**
  58534. * Creates a polygon mesh
  58535. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58536. * * 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
  58537. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58539. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58540. * * Remember you can only change the shape positions, not their number when updating a polygon
  58541. * @param name defines the name of the mesh
  58542. * @param options defines the options used to create the mesh
  58543. * @param scene defines the hosting scene
  58544. * @param earcutInjection can be used to inject your own earcut reference
  58545. * @returns the polygon mesh
  58546. */
  58547. static CreatePolygon(name: string, options: {
  58548. shape: Vector3[];
  58549. holes?: Vector3[][];
  58550. depth?: number;
  58551. faceUV?: Vector4[];
  58552. faceColors?: Color4[];
  58553. updatable?: boolean;
  58554. sideOrientation?: number;
  58555. frontUVs?: Vector4;
  58556. backUVs?: Vector4;
  58557. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58558. /**
  58559. * Creates an extruded polygon mesh, with depth in the Y direction.
  58560. * * 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)
  58561. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58562. * @param name defines the name of the mesh
  58563. * @param options defines the options used to create the mesh
  58564. * @param scene defines the hosting scene
  58565. * @param earcutInjection can be used to inject your own earcut reference
  58566. * @returns the polygon mesh
  58567. */
  58568. static ExtrudePolygon(name: string, options: {
  58569. shape: Vector3[];
  58570. holes?: Vector3[][];
  58571. depth?: number;
  58572. faceUV?: Vector4[];
  58573. faceColors?: Color4[];
  58574. updatable?: boolean;
  58575. sideOrientation?: number;
  58576. frontUVs?: Vector4;
  58577. backUVs?: Vector4;
  58578. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58579. /**
  58580. * Creates a tube mesh.
  58581. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58582. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58583. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58584. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58585. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58586. * * 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)
  58587. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58588. * * 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
  58589. * * 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
  58590. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58591. * * If you create a double-sided mesh, you can choose what parts of 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
  58592. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58594. * @param name defines the name of the mesh
  58595. * @param options defines the options used to create the mesh
  58596. * @param scene defines the hosting scene
  58597. * @returns the tube mesh
  58598. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58599. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58600. */
  58601. static CreateTube(name: string, options: {
  58602. path: Vector3[];
  58603. radius?: number;
  58604. tessellation?: number;
  58605. radiusFunction?: {
  58606. (i: number, distance: number): number;
  58607. };
  58608. cap?: number;
  58609. arc?: number;
  58610. updatable?: boolean;
  58611. sideOrientation?: number;
  58612. frontUVs?: Vector4;
  58613. backUVs?: Vector4;
  58614. instance?: Mesh;
  58615. invertUV?: boolean;
  58616. }, scene?: Nullable<Scene>): Mesh;
  58617. /**
  58618. * Creates a polyhedron mesh
  58619. * * 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
  58620. * * The parameter `size` (positive float, default 1) sets the polygon size
  58621. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58622. * * 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`
  58623. * * 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
  58624. * * 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)`)
  58625. * * 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
  58626. * * 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
  58627. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58628. * * If you create a double-sided mesh, you can choose what parts of 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
  58629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58630. * @param name defines the name of the mesh
  58631. * @param options defines the options used to create the mesh
  58632. * @param scene defines the hosting scene
  58633. * @returns the polyhedron mesh
  58634. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58635. */
  58636. static CreatePolyhedron(name: string, options: {
  58637. type?: number;
  58638. size?: number;
  58639. sizeX?: number;
  58640. sizeY?: number;
  58641. sizeZ?: number;
  58642. custom?: any;
  58643. faceUV?: Vector4[];
  58644. faceColors?: Color4[];
  58645. flat?: boolean;
  58646. updatable?: boolean;
  58647. sideOrientation?: number;
  58648. frontUVs?: Vector4;
  58649. backUVs?: Vector4;
  58650. }, scene?: Nullable<Scene>): Mesh;
  58651. /**
  58652. * Creates a decal mesh.
  58653. * 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
  58654. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58655. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58656. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58657. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58658. * @param name defines the name of the mesh
  58659. * @param sourceMesh defines the mesh where the decal must be applied
  58660. * @param options defines the options used to create the mesh
  58661. * @param scene defines the hosting scene
  58662. * @returns the decal mesh
  58663. * @see https://doc.babylonjs.com/how_to/decals
  58664. */
  58665. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58666. position?: Vector3;
  58667. normal?: Vector3;
  58668. size?: Vector3;
  58669. angle?: number;
  58670. }): Mesh;
  58671. }
  58672. }
  58673. declare module "babylonjs/Meshes/meshSimplification" {
  58674. import { Mesh } from "babylonjs/Meshes/mesh";
  58675. /**
  58676. * A simplifier interface for future simplification implementations
  58677. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58678. */
  58679. export interface ISimplifier {
  58680. /**
  58681. * Simplification of a given mesh according to the given settings.
  58682. * Since this requires computation, it is assumed that the function runs async.
  58683. * @param settings The settings of the simplification, including quality and distance
  58684. * @param successCallback A callback that will be called after the mesh was simplified.
  58685. * @param errorCallback in case of an error, this callback will be called. optional.
  58686. */
  58687. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58688. }
  58689. /**
  58690. * Expected simplification settings.
  58691. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58692. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58693. */
  58694. export interface ISimplificationSettings {
  58695. /**
  58696. * Gets or sets the expected quality
  58697. */
  58698. quality: number;
  58699. /**
  58700. * Gets or sets the distance when this optimized version should be used
  58701. */
  58702. distance: number;
  58703. /**
  58704. * Gets an already optimized mesh
  58705. */
  58706. optimizeMesh?: boolean;
  58707. }
  58708. /**
  58709. * Class used to specify simplification options
  58710. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58711. */
  58712. export class SimplificationSettings implements ISimplificationSettings {
  58713. /** expected quality */
  58714. quality: number;
  58715. /** distance when this optimized version should be used */
  58716. distance: number;
  58717. /** already optimized mesh */
  58718. optimizeMesh?: boolean | undefined;
  58719. /**
  58720. * Creates a SimplificationSettings
  58721. * @param quality expected quality
  58722. * @param distance distance when this optimized version should be used
  58723. * @param optimizeMesh already optimized mesh
  58724. */
  58725. constructor(
  58726. /** expected quality */
  58727. quality: number,
  58728. /** distance when this optimized version should be used */
  58729. distance: number,
  58730. /** already optimized mesh */
  58731. optimizeMesh?: boolean | undefined);
  58732. }
  58733. /**
  58734. * Interface used to define a simplification task
  58735. */
  58736. export interface ISimplificationTask {
  58737. /**
  58738. * Array of settings
  58739. */
  58740. settings: Array<ISimplificationSettings>;
  58741. /**
  58742. * Simplification type
  58743. */
  58744. simplificationType: SimplificationType;
  58745. /**
  58746. * Mesh to simplify
  58747. */
  58748. mesh: Mesh;
  58749. /**
  58750. * Callback called on success
  58751. */
  58752. successCallback?: () => void;
  58753. /**
  58754. * Defines if parallel processing can be used
  58755. */
  58756. parallelProcessing: boolean;
  58757. }
  58758. /**
  58759. * Queue used to order the simplification tasks
  58760. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58761. */
  58762. export class SimplificationQueue {
  58763. private _simplificationArray;
  58764. /**
  58765. * Gets a boolean indicating that the process is still running
  58766. */
  58767. running: boolean;
  58768. /**
  58769. * Creates a new queue
  58770. */
  58771. constructor();
  58772. /**
  58773. * Adds a new simplification task
  58774. * @param task defines a task to add
  58775. */
  58776. addTask(task: ISimplificationTask): void;
  58777. /**
  58778. * Execute next task
  58779. */
  58780. executeNext(): void;
  58781. /**
  58782. * Execute a simplification task
  58783. * @param task defines the task to run
  58784. */
  58785. runSimplification(task: ISimplificationTask): void;
  58786. private getSimplifier;
  58787. }
  58788. /**
  58789. * The implemented types of simplification
  58790. * At the moment only Quadratic Error Decimation is implemented
  58791. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58792. */
  58793. export enum SimplificationType {
  58794. /** Quadratic error decimation */
  58795. QUADRATIC = 0
  58796. }
  58797. }
  58798. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58799. import { Scene } from "babylonjs/scene";
  58800. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58801. import { ISceneComponent } from "babylonjs/sceneComponent";
  58802. module "babylonjs/scene" {
  58803. interface Scene {
  58804. /** @hidden (Backing field) */
  58805. _simplificationQueue: SimplificationQueue;
  58806. /**
  58807. * Gets or sets the simplification queue attached to the scene
  58808. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58809. */
  58810. simplificationQueue: SimplificationQueue;
  58811. }
  58812. }
  58813. module "babylonjs/Meshes/mesh" {
  58814. interface Mesh {
  58815. /**
  58816. * Simplify the mesh according to the given array of settings.
  58817. * Function will return immediately and will simplify async
  58818. * @param settings a collection of simplification settings
  58819. * @param parallelProcessing should all levels calculate parallel or one after the other
  58820. * @param simplificationType the type of simplification to run
  58821. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58822. * @returns the current mesh
  58823. */
  58824. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58825. }
  58826. }
  58827. /**
  58828. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58829. * created in a scene
  58830. */
  58831. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58832. /**
  58833. * The component name helpfull to identify the component in the list of scene components.
  58834. */
  58835. readonly name: string;
  58836. /**
  58837. * The scene the component belongs to.
  58838. */
  58839. scene: Scene;
  58840. /**
  58841. * Creates a new instance of the component for the given scene
  58842. * @param scene Defines the scene to register the component in
  58843. */
  58844. constructor(scene: Scene);
  58845. /**
  58846. * Registers the component in a given scene
  58847. */
  58848. register(): void;
  58849. /**
  58850. * Rebuilds the elements related to this component in case of
  58851. * context lost for instance.
  58852. */
  58853. rebuild(): void;
  58854. /**
  58855. * Disposes the component and the associated ressources
  58856. */
  58857. dispose(): void;
  58858. private _beforeCameraUpdate;
  58859. }
  58860. }
  58861. declare module "babylonjs/Meshes/Builders/index" {
  58862. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58863. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58864. export * from "babylonjs/Meshes/Builders/discBuilder";
  58865. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58866. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58867. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58868. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58869. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58870. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58871. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58872. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58873. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58874. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58875. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58876. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58877. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58878. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58879. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58880. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58881. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58882. }
  58883. declare module "babylonjs/Meshes/index" {
  58884. export * from "babylonjs/Meshes/abstractMesh";
  58885. export * from "babylonjs/Meshes/buffer";
  58886. export * from "babylonjs/Meshes/Compression/index";
  58887. export * from "babylonjs/Meshes/csg";
  58888. export * from "babylonjs/Meshes/geometry";
  58889. export * from "babylonjs/Meshes/groundMesh";
  58890. export * from "babylonjs/Meshes/trailMesh";
  58891. export * from "babylonjs/Meshes/instancedMesh";
  58892. export * from "babylonjs/Meshes/linesMesh";
  58893. export * from "babylonjs/Meshes/mesh";
  58894. export * from "babylonjs/Meshes/mesh.vertexData";
  58895. export * from "babylonjs/Meshes/meshBuilder";
  58896. export * from "babylonjs/Meshes/meshSimplification";
  58897. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58898. export * from "babylonjs/Meshes/polygonMesh";
  58899. export * from "babylonjs/Meshes/subMesh";
  58900. export * from "babylonjs/Meshes/meshLODLevel";
  58901. export * from "babylonjs/Meshes/transformNode";
  58902. export * from "babylonjs/Meshes/Builders/index";
  58903. export * from "babylonjs/Meshes/dataBuffer";
  58904. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58905. }
  58906. declare module "babylonjs/Morph/index" {
  58907. export * from "babylonjs/Morph/morphTarget";
  58908. export * from "babylonjs/Morph/morphTargetManager";
  58909. }
  58910. declare module "babylonjs/Navigation/INavigationEngine" {
  58911. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58912. import { Vector3 } from "babylonjs/Maths/math";
  58913. import { Mesh } from "babylonjs/Meshes/mesh";
  58914. import { Scene } from "babylonjs/scene";
  58915. /**
  58916. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58917. */
  58918. export interface INavigationEnginePlugin {
  58919. /**
  58920. * plugin name
  58921. */
  58922. name: string;
  58923. /**
  58924. * Creates a navigation mesh
  58925. * @param meshes array of all the geometry used to compute the navigatio mesh
  58926. * @param parameters bunch of parameters used to filter geometry
  58927. */
  58928. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58929. /**
  58930. * Create a navigation mesh debug mesh
  58931. * @param scene is where the mesh will be added
  58932. * @returns debug display mesh
  58933. */
  58934. createDebugNavMesh(scene: Scene): Mesh;
  58935. /**
  58936. * Get a navigation mesh constrained position, closest to the parameter position
  58937. * @param position world position
  58938. * @returns the closest point to position constrained by the navigation mesh
  58939. */
  58940. getClosestPoint(position: Vector3): Vector3;
  58941. /**
  58942. * Get a navigation mesh constrained position, within a particular radius
  58943. * @param position world position
  58944. * @param maxRadius the maximum distance to the constrained world position
  58945. * @returns the closest point to position constrained by the navigation mesh
  58946. */
  58947. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58948. /**
  58949. * Compute the final position from a segment made of destination-position
  58950. * @param position world position
  58951. * @param destination world position
  58952. * @returns the resulting point along the navmesh
  58953. */
  58954. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58955. /**
  58956. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58957. * @param start world position
  58958. * @param end world position
  58959. * @returns array containing world position composing the path
  58960. */
  58961. computePath(start: Vector3, end: Vector3): Vector3[];
  58962. /**
  58963. * If this plugin is supported
  58964. * @returns true if plugin is supported
  58965. */
  58966. isSupported(): boolean;
  58967. /**
  58968. * Create a new Crowd so you can add agents
  58969. * @param maxAgents the maximum agent count in the crowd
  58970. * @param maxAgentRadius the maximum radius an agent can have
  58971. * @param scene to attach the crowd to
  58972. * @returns the crowd you can add agents to
  58973. */
  58974. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58975. /**
  58976. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  58977. * The queries will try to find a solution within those bounds
  58978. * default is (1,1,1)
  58979. * @param extent x,y,z value that define the extent around the queries point of reference
  58980. */
  58981. setDefaultQueryExtent(extent: Vector3): void;
  58982. /**
  58983. * Get the Bounding box extent specified by setDefaultQueryExtent
  58984. * @returns the box extent values
  58985. */
  58986. getDefaultQueryExtent(): Vector3;
  58987. /**
  58988. * Release all resources
  58989. */
  58990. dispose(): void;
  58991. }
  58992. /**
  58993. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58994. */
  58995. export interface ICrowd {
  58996. /**
  58997. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58998. * You can attach anything to that node. The node position is updated in the scene update tick.
  58999. * @param pos world position that will be constrained by the navigation mesh
  59000. * @param parameters agent parameters
  59001. * @param transform hooked to the agent that will be update by the scene
  59002. * @returns agent index
  59003. */
  59004. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59005. /**
  59006. * Returns the agent position in world space
  59007. * @param index agent index returned by addAgent
  59008. * @returns world space position
  59009. */
  59010. getAgentPosition(index: number): Vector3;
  59011. /**
  59012. * Gets the agent velocity in world space
  59013. * @param index agent index returned by addAgent
  59014. * @returns world space velocity
  59015. */
  59016. getAgentVelocity(index: number): Vector3;
  59017. /**
  59018. * remove a particular agent previously created
  59019. * @param index agent index returned by addAgent
  59020. */
  59021. removeAgent(index: number): void;
  59022. /**
  59023. * get the list of all agents attached to this crowd
  59024. * @returns list of agent indices
  59025. */
  59026. getAgents(): number[];
  59027. /**
  59028. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59029. * @param deltaTime in seconds
  59030. */
  59031. update(deltaTime: number): void;
  59032. /**
  59033. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59034. * @param index agent index returned by addAgent
  59035. * @param destination targeted world position
  59036. */
  59037. agentGoto(index: number, destination: Vector3): void;
  59038. /**
  59039. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59040. * The queries will try to find a solution within those bounds
  59041. * default is (1,1,1)
  59042. * @param extent x,y,z value that define the extent around the queries point of reference
  59043. */
  59044. setDefaultQueryExtent(extent: Vector3): void;
  59045. /**
  59046. * Get the Bounding box extent specified by setDefaultQueryExtent
  59047. * @returns the box extent values
  59048. */
  59049. getDefaultQueryExtent(): Vector3;
  59050. /**
  59051. * Release all resources
  59052. */
  59053. dispose(): void;
  59054. }
  59055. /**
  59056. * Configures an agent
  59057. */
  59058. export interface IAgentParameters {
  59059. /**
  59060. * Agent radius. [Limit: >= 0]
  59061. */
  59062. radius: number;
  59063. /**
  59064. * Agent height. [Limit: > 0]
  59065. */
  59066. height: number;
  59067. /**
  59068. * Maximum allowed acceleration. [Limit: >= 0]
  59069. */
  59070. maxAcceleration: number;
  59071. /**
  59072. * Maximum allowed speed. [Limit: >= 0]
  59073. */
  59074. maxSpeed: number;
  59075. /**
  59076. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59077. */
  59078. collisionQueryRange: number;
  59079. /**
  59080. * The path visibility optimization range. [Limit: > 0]
  59081. */
  59082. pathOptimizationRange: number;
  59083. /**
  59084. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59085. */
  59086. separationWeight: number;
  59087. }
  59088. /**
  59089. * Configures the navigation mesh creation
  59090. */
  59091. export interface INavMeshParameters {
  59092. /**
  59093. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59094. */
  59095. cs: number;
  59096. /**
  59097. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59098. */
  59099. ch: number;
  59100. /**
  59101. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59102. */
  59103. walkableSlopeAngle: number;
  59104. /**
  59105. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59106. * be considered walkable. [Limit: >= 3] [Units: vx]
  59107. */
  59108. walkableHeight: number;
  59109. /**
  59110. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59111. */
  59112. walkableClimb: number;
  59113. /**
  59114. * The distance to erode/shrink the walkable area of the heightfield away from
  59115. * obstructions. [Limit: >=0] [Units: vx]
  59116. */
  59117. walkableRadius: number;
  59118. /**
  59119. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59120. */
  59121. maxEdgeLen: number;
  59122. /**
  59123. * The maximum distance a simplfied contour's border edges should deviate
  59124. * the original raw contour. [Limit: >=0] [Units: vx]
  59125. */
  59126. maxSimplificationError: number;
  59127. /**
  59128. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59129. */
  59130. minRegionArea: number;
  59131. /**
  59132. * Any regions with a span count smaller than this value will, if possible,
  59133. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59134. */
  59135. mergeRegionArea: number;
  59136. /**
  59137. * The maximum number of vertices allowed for polygons generated during the
  59138. * contour to polygon conversion process. [Limit: >= 3]
  59139. */
  59140. maxVertsPerPoly: number;
  59141. /**
  59142. * Sets the sampling distance to use when generating the detail mesh.
  59143. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59144. */
  59145. detailSampleDist: number;
  59146. /**
  59147. * The maximum distance the detail mesh surface should deviate from heightfield
  59148. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59149. */
  59150. detailSampleMaxError: number;
  59151. }
  59152. }
  59153. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59154. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59155. import { Mesh } from "babylonjs/Meshes/mesh";
  59156. import { Scene } from "babylonjs/scene";
  59157. import { Vector3 } from "babylonjs/Maths/math";
  59158. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59159. /**
  59160. * RecastJS navigation plugin
  59161. */
  59162. export class RecastJSPlugin implements INavigationEnginePlugin {
  59163. /**
  59164. * Reference to the Recast library
  59165. */
  59166. bjsRECAST: any;
  59167. /**
  59168. * plugin name
  59169. */
  59170. name: string;
  59171. /**
  59172. * the first navmesh created. We might extend this to support multiple navmeshes
  59173. */
  59174. navMesh: any;
  59175. /**
  59176. * Initializes the recastJS plugin
  59177. * @param recastInjection can be used to inject your own recast reference
  59178. */
  59179. constructor(recastInjection?: any);
  59180. /**
  59181. * Creates a navigation mesh
  59182. * @param meshes array of all the geometry used to compute the navigatio mesh
  59183. * @param parameters bunch of parameters used to filter geometry
  59184. */
  59185. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59186. /**
  59187. * Create a navigation mesh debug mesh
  59188. * @param scene is where the mesh will be added
  59189. * @returns debug display mesh
  59190. */
  59191. createDebugNavMesh(scene: Scene): Mesh;
  59192. /**
  59193. * Get a navigation mesh constrained position, closest to the parameter position
  59194. * @param position world position
  59195. * @returns the closest point to position constrained by the navigation mesh
  59196. */
  59197. getClosestPoint(position: Vector3): Vector3;
  59198. /**
  59199. * Get a navigation mesh constrained position, within a particular radius
  59200. * @param position world position
  59201. * @param maxRadius the maximum distance to the constrained world position
  59202. * @returns the closest point to position constrained by the navigation mesh
  59203. */
  59204. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59205. /**
  59206. * Compute the final position from a segment made of destination-position
  59207. * @param position world position
  59208. * @param destination world position
  59209. * @returns the resulting point along the navmesh
  59210. */
  59211. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59212. /**
  59213. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59214. * @param start world position
  59215. * @param end world position
  59216. * @returns array containing world position composing the path
  59217. */
  59218. computePath(start: Vector3, end: Vector3): Vector3[];
  59219. /**
  59220. * Create a new Crowd so you can add agents
  59221. * @param maxAgents the maximum agent count in the crowd
  59222. * @param maxAgentRadius the maximum radius an agent can have
  59223. * @param scene to attach the crowd to
  59224. * @returns the crowd you can add agents to
  59225. */
  59226. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59227. /**
  59228. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59229. * The queries will try to find a solution within those bounds
  59230. * default is (1,1,1)
  59231. * @param extent x,y,z value that define the extent around the queries point of reference
  59232. */
  59233. setDefaultQueryExtent(extent: Vector3): void;
  59234. /**
  59235. * Get the Bounding box extent specified by setDefaultQueryExtent
  59236. * @returns the box extent values
  59237. */
  59238. getDefaultQueryExtent(): Vector3;
  59239. /**
  59240. * Disposes
  59241. */
  59242. dispose(): void;
  59243. /**
  59244. * If this plugin is supported
  59245. * @returns true if plugin is supported
  59246. */
  59247. isSupported(): boolean;
  59248. }
  59249. /**
  59250. * Recast detour crowd implementation
  59251. */
  59252. export class RecastJSCrowd implements ICrowd {
  59253. /**
  59254. * Recast/detour plugin
  59255. */
  59256. bjsRECASTPlugin: RecastJSPlugin;
  59257. /**
  59258. * Link to the detour crowd
  59259. */
  59260. recastCrowd: any;
  59261. /**
  59262. * One transform per agent
  59263. */
  59264. transforms: TransformNode[];
  59265. /**
  59266. * All agents created
  59267. */
  59268. agents: number[];
  59269. /**
  59270. * Link to the scene is kept to unregister the crowd from the scene
  59271. */
  59272. private _scene;
  59273. /**
  59274. * Observer for crowd updates
  59275. */
  59276. private _onBeforeAnimationsObserver;
  59277. /**
  59278. * Constructor
  59279. * @param plugin recastJS plugin
  59280. * @param maxAgents the maximum agent count in the crowd
  59281. * @param maxAgentRadius the maximum radius an agent can have
  59282. * @param scene to attach the crowd to
  59283. * @returns the crowd you can add agents to
  59284. */
  59285. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59286. /**
  59287. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59288. * You can attach anything to that node. The node position is updated in the scene update tick.
  59289. * @param pos world position that will be constrained by the navigation mesh
  59290. * @param parameters agent parameters
  59291. * @param transform hooked to the agent that will be update by the scene
  59292. * @returns agent index
  59293. */
  59294. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59295. /**
  59296. * Returns the agent position in world space
  59297. * @param index agent index returned by addAgent
  59298. * @returns world space position
  59299. */
  59300. getAgentPosition(index: number): Vector3;
  59301. /**
  59302. * Returns the agent velocity in world space
  59303. * @param index agent index returned by addAgent
  59304. * @returns world space velocity
  59305. */
  59306. getAgentVelocity(index: number): Vector3;
  59307. /**
  59308. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59309. * @param index agent index returned by addAgent
  59310. * @param destination targeted world position
  59311. */
  59312. agentGoto(index: number, destination: Vector3): void;
  59313. /**
  59314. * remove a particular agent previously created
  59315. * @param index agent index returned by addAgent
  59316. */
  59317. removeAgent(index: number): void;
  59318. /**
  59319. * get the list of all agents attached to this crowd
  59320. * @returns list of agent indices
  59321. */
  59322. getAgents(): number[];
  59323. /**
  59324. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59325. * @param deltaTime in seconds
  59326. */
  59327. update(deltaTime: number): void;
  59328. /**
  59329. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59330. * The queries will try to find a solution within those bounds
  59331. * default is (1,1,1)
  59332. * @param extent x,y,z value that define the extent around the queries point of reference
  59333. */
  59334. setDefaultQueryExtent(extent: Vector3): void;
  59335. /**
  59336. * Get the Bounding box extent specified by setDefaultQueryExtent
  59337. * @returns the box extent values
  59338. */
  59339. getDefaultQueryExtent(): Vector3;
  59340. /**
  59341. * Release all resources
  59342. */
  59343. dispose(): void;
  59344. }
  59345. }
  59346. declare module "babylonjs/Navigation/Plugins/index" {
  59347. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59348. }
  59349. declare module "babylonjs/Navigation/index" {
  59350. export * from "babylonjs/Navigation/INavigationEngine";
  59351. export * from "babylonjs/Navigation/Plugins/index";
  59352. }
  59353. declare module "babylonjs/Offline/database" {
  59354. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59355. /**
  59356. * Class used to enable access to IndexedDB
  59357. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59358. */
  59359. export class Database implements IOfflineProvider {
  59360. private _callbackManifestChecked;
  59361. private _currentSceneUrl;
  59362. private _db;
  59363. private _enableSceneOffline;
  59364. private _enableTexturesOffline;
  59365. private _manifestVersionFound;
  59366. private _mustUpdateRessources;
  59367. private _hasReachedQuota;
  59368. private _isSupported;
  59369. private _idbFactory;
  59370. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59371. private static IsUASupportingBlobStorage;
  59372. /**
  59373. * Gets a boolean indicating if Database storate is enabled (off by default)
  59374. */
  59375. static IDBStorageEnabled: boolean;
  59376. /**
  59377. * Gets a boolean indicating if scene must be saved in the database
  59378. */
  59379. readonly enableSceneOffline: boolean;
  59380. /**
  59381. * Gets a boolean indicating if textures must be saved in the database
  59382. */
  59383. readonly enableTexturesOffline: boolean;
  59384. /**
  59385. * Creates a new Database
  59386. * @param urlToScene defines the url to load the scene
  59387. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59388. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59389. */
  59390. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59391. private static _ParseURL;
  59392. private static _ReturnFullUrlLocation;
  59393. private _checkManifestFile;
  59394. /**
  59395. * Open the database and make it available
  59396. * @param successCallback defines the callback to call on success
  59397. * @param errorCallback defines the callback to call on error
  59398. */
  59399. open(successCallback: () => void, errorCallback: () => void): void;
  59400. /**
  59401. * Loads an image from the database
  59402. * @param url defines the url to load from
  59403. * @param image defines the target DOM image
  59404. */
  59405. loadImage(url: string, image: HTMLImageElement): void;
  59406. private _loadImageFromDBAsync;
  59407. private _saveImageIntoDBAsync;
  59408. private _checkVersionFromDB;
  59409. private _loadVersionFromDBAsync;
  59410. private _saveVersionIntoDBAsync;
  59411. /**
  59412. * Loads a file from database
  59413. * @param url defines the URL to load from
  59414. * @param sceneLoaded defines a callback to call on success
  59415. * @param progressCallBack defines a callback to call when progress changed
  59416. * @param errorCallback defines a callback to call on error
  59417. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59418. */
  59419. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59420. private _loadFileAsync;
  59421. private _saveFileAsync;
  59422. /**
  59423. * Validates if xhr data is correct
  59424. * @param xhr defines the request to validate
  59425. * @param dataType defines the expected data type
  59426. * @returns true if data is correct
  59427. */
  59428. private static _ValidateXHRData;
  59429. }
  59430. }
  59431. declare module "babylonjs/Offline/index" {
  59432. export * from "babylonjs/Offline/database";
  59433. export * from "babylonjs/Offline/IOfflineProvider";
  59434. }
  59435. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59436. /** @hidden */
  59437. export var gpuUpdateParticlesPixelShader: {
  59438. name: string;
  59439. shader: string;
  59440. };
  59441. }
  59442. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59443. /** @hidden */
  59444. export var gpuUpdateParticlesVertexShader: {
  59445. name: string;
  59446. shader: string;
  59447. };
  59448. }
  59449. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59450. /** @hidden */
  59451. export var clipPlaneFragmentDeclaration2: {
  59452. name: string;
  59453. shader: string;
  59454. };
  59455. }
  59456. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59457. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59458. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59459. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59460. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59461. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59462. /** @hidden */
  59463. export var gpuRenderParticlesPixelShader: {
  59464. name: string;
  59465. shader: string;
  59466. };
  59467. }
  59468. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59469. /** @hidden */
  59470. export var clipPlaneVertexDeclaration2: {
  59471. name: string;
  59472. shader: string;
  59473. };
  59474. }
  59475. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59476. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59477. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59478. /** @hidden */
  59479. export var gpuRenderParticlesVertexShader: {
  59480. name: string;
  59481. shader: string;
  59482. };
  59483. }
  59484. declare module "babylonjs/Particles/gpuParticleSystem" {
  59485. import { Nullable } from "babylonjs/types";
  59486. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59487. import { Observable } from "babylonjs/Misc/observable";
  59488. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59489. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59490. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59491. import { Scene, IDisposable } from "babylonjs/scene";
  59492. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59493. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59494. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59495. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59496. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59497. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59498. /**
  59499. * This represents a GPU particle system in Babylon
  59500. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59501. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59502. */
  59503. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59504. /**
  59505. * The layer mask we are rendering the particles through.
  59506. */
  59507. layerMask: number;
  59508. private _capacity;
  59509. private _activeCount;
  59510. private _currentActiveCount;
  59511. private _accumulatedCount;
  59512. private _renderEffect;
  59513. private _updateEffect;
  59514. private _buffer0;
  59515. private _buffer1;
  59516. private _spriteBuffer;
  59517. private _updateVAO;
  59518. private _renderVAO;
  59519. private _targetIndex;
  59520. private _sourceBuffer;
  59521. private _targetBuffer;
  59522. private _engine;
  59523. private _currentRenderId;
  59524. private _started;
  59525. private _stopped;
  59526. private _timeDelta;
  59527. private _randomTexture;
  59528. private _randomTexture2;
  59529. private _attributesStrideSize;
  59530. private _updateEffectOptions;
  59531. private _randomTextureSize;
  59532. private _actualFrame;
  59533. private readonly _rawTextureWidth;
  59534. /**
  59535. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59536. */
  59537. static readonly IsSupported: boolean;
  59538. /**
  59539. * An event triggered when the system is disposed.
  59540. */
  59541. onDisposeObservable: Observable<GPUParticleSystem>;
  59542. /**
  59543. * Gets the maximum number of particles active at the same time.
  59544. * @returns The max number of active particles.
  59545. */
  59546. getCapacity(): number;
  59547. /**
  59548. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59549. * to override the particles.
  59550. */
  59551. forceDepthWrite: boolean;
  59552. /**
  59553. * Gets or set the number of active particles
  59554. */
  59555. activeParticleCount: number;
  59556. private _preWarmDone;
  59557. /**
  59558. * Is this system ready to be used/rendered
  59559. * @return true if the system is ready
  59560. */
  59561. isReady(): boolean;
  59562. /**
  59563. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59564. * @returns True if it has been started, otherwise false.
  59565. */
  59566. isStarted(): boolean;
  59567. /**
  59568. * Starts the particle system and begins to emit
  59569. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59570. */
  59571. start(delay?: number): void;
  59572. /**
  59573. * Stops the particle system.
  59574. */
  59575. stop(): void;
  59576. /**
  59577. * Remove all active particles
  59578. */
  59579. reset(): void;
  59580. /**
  59581. * Returns the string "GPUParticleSystem"
  59582. * @returns a string containing the class name
  59583. */
  59584. getClassName(): string;
  59585. private _colorGradientsTexture;
  59586. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59587. /**
  59588. * Adds a new color gradient
  59589. * @param gradient defines the gradient to use (between 0 and 1)
  59590. * @param color1 defines the color to affect to the specified gradient
  59591. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59592. * @returns the current particle system
  59593. */
  59594. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59595. /**
  59596. * Remove a specific color gradient
  59597. * @param gradient defines the gradient to remove
  59598. * @returns the current particle system
  59599. */
  59600. removeColorGradient(gradient: number): GPUParticleSystem;
  59601. private _angularSpeedGradientsTexture;
  59602. private _sizeGradientsTexture;
  59603. private _velocityGradientsTexture;
  59604. private _limitVelocityGradientsTexture;
  59605. private _dragGradientsTexture;
  59606. private _addFactorGradient;
  59607. /**
  59608. * Adds a new size gradient
  59609. * @param gradient defines the gradient to use (between 0 and 1)
  59610. * @param factor defines the size factor to affect to the specified gradient
  59611. * @returns the current particle system
  59612. */
  59613. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59614. /**
  59615. * Remove a specific size gradient
  59616. * @param gradient defines the gradient to remove
  59617. * @returns the current particle system
  59618. */
  59619. removeSizeGradient(gradient: number): GPUParticleSystem;
  59620. /**
  59621. * Adds a new angular speed gradient
  59622. * @param gradient defines the gradient to use (between 0 and 1)
  59623. * @param factor defines the angular speed to affect to the specified gradient
  59624. * @returns the current particle system
  59625. */
  59626. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59627. /**
  59628. * Remove a specific angular speed gradient
  59629. * @param gradient defines the gradient to remove
  59630. * @returns the current particle system
  59631. */
  59632. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59633. /**
  59634. * Adds a new velocity gradient
  59635. * @param gradient defines the gradient to use (between 0 and 1)
  59636. * @param factor defines the velocity to affect to the specified gradient
  59637. * @returns the current particle system
  59638. */
  59639. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59640. /**
  59641. * Remove a specific velocity gradient
  59642. * @param gradient defines the gradient to remove
  59643. * @returns the current particle system
  59644. */
  59645. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59646. /**
  59647. * Adds a new limit velocity gradient
  59648. * @param gradient defines the gradient to use (between 0 and 1)
  59649. * @param factor defines the limit velocity value to affect to the specified gradient
  59650. * @returns the current particle system
  59651. */
  59652. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59653. /**
  59654. * Remove a specific limit velocity gradient
  59655. * @param gradient defines the gradient to remove
  59656. * @returns the current particle system
  59657. */
  59658. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59659. /**
  59660. * Adds a new drag gradient
  59661. * @param gradient defines the gradient to use (between 0 and 1)
  59662. * @param factor defines the drag value to affect to the specified gradient
  59663. * @returns the current particle system
  59664. */
  59665. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59666. /**
  59667. * Remove a specific drag gradient
  59668. * @param gradient defines the gradient to remove
  59669. * @returns the current particle system
  59670. */
  59671. removeDragGradient(gradient: number): GPUParticleSystem;
  59672. /**
  59673. * Not supported by GPUParticleSystem
  59674. * @param gradient defines the gradient to use (between 0 and 1)
  59675. * @param factor defines the emit rate value to affect to the specified gradient
  59676. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59677. * @returns the current particle system
  59678. */
  59679. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59680. /**
  59681. * Not supported by GPUParticleSystem
  59682. * @param gradient defines the gradient to remove
  59683. * @returns the current particle system
  59684. */
  59685. removeEmitRateGradient(gradient: number): IParticleSystem;
  59686. /**
  59687. * Not supported by GPUParticleSystem
  59688. * @param gradient defines the gradient to use (between 0 and 1)
  59689. * @param factor defines the start size value to affect to the specified gradient
  59690. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59691. * @returns the current particle system
  59692. */
  59693. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59694. /**
  59695. * Not supported by GPUParticleSystem
  59696. * @param gradient defines the gradient to remove
  59697. * @returns the current particle system
  59698. */
  59699. removeStartSizeGradient(gradient: number): IParticleSystem;
  59700. /**
  59701. * Not supported by GPUParticleSystem
  59702. * @param gradient defines the gradient to use (between 0 and 1)
  59703. * @param min defines the color remap minimal range
  59704. * @param max defines the color remap maximal range
  59705. * @returns the current particle system
  59706. */
  59707. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59708. /**
  59709. * Not supported by GPUParticleSystem
  59710. * @param gradient defines the gradient to remove
  59711. * @returns the current particle system
  59712. */
  59713. removeColorRemapGradient(): IParticleSystem;
  59714. /**
  59715. * Not supported by GPUParticleSystem
  59716. * @param gradient defines the gradient to use (between 0 and 1)
  59717. * @param min defines the alpha remap minimal range
  59718. * @param max defines the alpha remap maximal range
  59719. * @returns the current particle system
  59720. */
  59721. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59722. /**
  59723. * Not supported by GPUParticleSystem
  59724. * @param gradient defines the gradient to remove
  59725. * @returns the current particle system
  59726. */
  59727. removeAlphaRemapGradient(): IParticleSystem;
  59728. /**
  59729. * Not supported by GPUParticleSystem
  59730. * @param gradient defines the gradient to use (between 0 and 1)
  59731. * @param color defines the color to affect to the specified gradient
  59732. * @returns the current particle system
  59733. */
  59734. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59735. /**
  59736. * Not supported by GPUParticleSystem
  59737. * @param gradient defines the gradient to remove
  59738. * @returns the current particle system
  59739. */
  59740. removeRampGradient(): IParticleSystem;
  59741. /**
  59742. * Not supported by GPUParticleSystem
  59743. * @returns the list of ramp gradients
  59744. */
  59745. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59746. /**
  59747. * Not supported by GPUParticleSystem
  59748. * Gets or sets a boolean indicating that ramp gradients must be used
  59749. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59750. */
  59751. useRampGradients: boolean;
  59752. /**
  59753. * Not supported by GPUParticleSystem
  59754. * @param gradient defines the gradient to use (between 0 and 1)
  59755. * @param factor defines the life time factor to affect to the specified gradient
  59756. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59757. * @returns the current particle system
  59758. */
  59759. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59760. /**
  59761. * Not supported by GPUParticleSystem
  59762. * @param gradient defines the gradient to remove
  59763. * @returns the current particle system
  59764. */
  59765. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59766. /**
  59767. * Instantiates a GPU particle system.
  59768. * 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.
  59769. * @param name The name of the particle system
  59770. * @param options The options used to create the system
  59771. * @param scene The scene the particle system belongs to
  59772. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59773. */
  59774. constructor(name: string, options: Partial<{
  59775. capacity: number;
  59776. randomTextureSize: number;
  59777. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59778. protected _reset(): void;
  59779. private _createUpdateVAO;
  59780. private _createRenderVAO;
  59781. private _initialize;
  59782. /** @hidden */
  59783. _recreateUpdateEffect(): void;
  59784. /** @hidden */
  59785. _recreateRenderEffect(): void;
  59786. /**
  59787. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59788. * @param preWarm defines if we are in the pre-warmimg phase
  59789. */
  59790. animate(preWarm?: boolean): void;
  59791. private _createFactorGradientTexture;
  59792. private _createSizeGradientTexture;
  59793. private _createAngularSpeedGradientTexture;
  59794. private _createVelocityGradientTexture;
  59795. private _createLimitVelocityGradientTexture;
  59796. private _createDragGradientTexture;
  59797. private _createColorGradientTexture;
  59798. /**
  59799. * Renders the particle system in its current state
  59800. * @param preWarm defines if the system should only update the particles but not render them
  59801. * @returns the current number of particles
  59802. */
  59803. render(preWarm?: boolean): number;
  59804. /**
  59805. * Rebuilds the particle system
  59806. */
  59807. rebuild(): void;
  59808. private _releaseBuffers;
  59809. private _releaseVAOs;
  59810. /**
  59811. * Disposes the particle system and free the associated resources
  59812. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59813. */
  59814. dispose(disposeTexture?: boolean): void;
  59815. /**
  59816. * Clones the particle system.
  59817. * @param name The name of the cloned object
  59818. * @param newEmitter The new emitter to use
  59819. * @returns the cloned particle system
  59820. */
  59821. clone(name: string, newEmitter: any): GPUParticleSystem;
  59822. /**
  59823. * Serializes the particle system to a JSON object.
  59824. * @returns the JSON object
  59825. */
  59826. serialize(): any;
  59827. /**
  59828. * Parses a JSON object to create a GPU particle system.
  59829. * @param parsedParticleSystem The JSON object to parse
  59830. * @param scene The scene to create the particle system in
  59831. * @param rootUrl The root url to use to load external dependencies like texture
  59832. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59833. * @returns the parsed GPU particle system
  59834. */
  59835. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59836. }
  59837. }
  59838. declare module "babylonjs/Particles/particleSystemSet" {
  59839. import { Nullable } from "babylonjs/types";
  59840. import { Color3 } from "babylonjs/Maths/math.color";
  59841. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59842. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59843. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59844. import { Scene, IDisposable } from "babylonjs/scene";
  59845. /**
  59846. * Represents a set of particle systems working together to create a specific effect
  59847. */
  59848. export class ParticleSystemSet implements IDisposable {
  59849. private _emitterCreationOptions;
  59850. private _emitterNode;
  59851. /**
  59852. * Gets the particle system list
  59853. */
  59854. systems: IParticleSystem[];
  59855. /**
  59856. * Gets the emitter node used with this set
  59857. */
  59858. readonly emitterNode: Nullable<TransformNode>;
  59859. /**
  59860. * Creates a new emitter mesh as a sphere
  59861. * @param options defines the options used to create the sphere
  59862. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59863. * @param scene defines the hosting scene
  59864. */
  59865. setEmitterAsSphere(options: {
  59866. diameter: number;
  59867. segments: number;
  59868. color: Color3;
  59869. }, renderingGroupId: number, scene: Scene): void;
  59870. /**
  59871. * Starts all particle systems of the set
  59872. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59873. */
  59874. start(emitter?: AbstractMesh): void;
  59875. /**
  59876. * Release all associated resources
  59877. */
  59878. dispose(): void;
  59879. /**
  59880. * Serialize the set into a JSON compatible object
  59881. * @returns a JSON compatible representation of the set
  59882. */
  59883. serialize(): any;
  59884. /**
  59885. * Parse a new ParticleSystemSet from a serialized source
  59886. * @param data defines a JSON compatible representation of the set
  59887. * @param scene defines the hosting scene
  59888. * @param gpu defines if we want GPU particles or CPU particles
  59889. * @returns a new ParticleSystemSet
  59890. */
  59891. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59892. }
  59893. }
  59894. declare module "babylonjs/Particles/particleHelper" {
  59895. import { Nullable } from "babylonjs/types";
  59896. import { Scene } from "babylonjs/scene";
  59897. import { Vector3 } from "babylonjs/Maths/math.vector";
  59898. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59899. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59900. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59901. /**
  59902. * This class is made for on one-liner static method to help creating particle system set.
  59903. */
  59904. export class ParticleHelper {
  59905. /**
  59906. * Gets or sets base Assets URL
  59907. */
  59908. static BaseAssetsUrl: string;
  59909. /**
  59910. * Create a default particle system that you can tweak
  59911. * @param emitter defines the emitter to use
  59912. * @param capacity defines the system capacity (default is 500 particles)
  59913. * @param scene defines the hosting scene
  59914. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59915. * @returns the new Particle system
  59916. */
  59917. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59918. /**
  59919. * This is the main static method (one-liner) of this helper to create different particle systems
  59920. * @param type This string represents the type to the particle system to create
  59921. * @param scene The scene where the particle system should live
  59922. * @param gpu If the system will use gpu
  59923. * @returns the ParticleSystemSet created
  59924. */
  59925. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59926. /**
  59927. * Static function used to export a particle system to a ParticleSystemSet variable.
  59928. * Please note that the emitter shape is not exported
  59929. * @param systems defines the particle systems to export
  59930. * @returns the created particle system set
  59931. */
  59932. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59933. }
  59934. }
  59935. declare module "babylonjs/Particles/particleSystemComponent" {
  59936. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59937. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59938. import "babylonjs/Shaders/particles.vertex";
  59939. module "babylonjs/Engines/engine" {
  59940. interface Engine {
  59941. /**
  59942. * Create an effect to use with particle systems.
  59943. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59944. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59945. * @param uniformsNames defines a list of attribute names
  59946. * @param samplers defines an array of string used to represent textures
  59947. * @param defines defines the string containing the defines to use to compile the shaders
  59948. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59949. * @param onCompiled defines a function to call when the effect creation is successful
  59950. * @param onError defines a function to call when the effect creation has failed
  59951. * @returns the new Effect
  59952. */
  59953. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59954. }
  59955. }
  59956. module "babylonjs/Meshes/mesh" {
  59957. interface Mesh {
  59958. /**
  59959. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59960. * @returns an array of IParticleSystem
  59961. */
  59962. getEmittedParticleSystems(): IParticleSystem[];
  59963. /**
  59964. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59965. * @returns an array of IParticleSystem
  59966. */
  59967. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59968. }
  59969. }
  59970. /**
  59971. * @hidden
  59972. */
  59973. export var _IDoNeedToBeInTheBuild: number;
  59974. }
  59975. declare module "babylonjs/Particles/index" {
  59976. export * from "babylonjs/Particles/baseParticleSystem";
  59977. export * from "babylonjs/Particles/EmitterTypes/index";
  59978. export * from "babylonjs/Particles/gpuParticleSystem";
  59979. export * from "babylonjs/Particles/IParticleSystem";
  59980. export * from "babylonjs/Particles/particle";
  59981. export * from "babylonjs/Particles/particleHelper";
  59982. export * from "babylonjs/Particles/particleSystem";
  59983. export * from "babylonjs/Particles/particleSystemComponent";
  59984. export * from "babylonjs/Particles/particleSystemSet";
  59985. export * from "babylonjs/Particles/solidParticle";
  59986. export * from "babylonjs/Particles/solidParticleSystem";
  59987. export * from "babylonjs/Particles/subEmitter";
  59988. }
  59989. declare module "babylonjs/Physics/physicsEngineComponent" {
  59990. import { Nullable } from "babylonjs/types";
  59991. import { Observable, Observer } from "babylonjs/Misc/observable";
  59992. import { Vector3 } from "babylonjs/Maths/math.vector";
  59993. import { Mesh } from "babylonjs/Meshes/mesh";
  59994. import { ISceneComponent } from "babylonjs/sceneComponent";
  59995. import { Scene } from "babylonjs/scene";
  59996. import { Node } from "babylonjs/node";
  59997. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59998. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59999. module "babylonjs/scene" {
  60000. interface Scene {
  60001. /** @hidden (Backing field) */
  60002. _physicsEngine: Nullable<IPhysicsEngine>;
  60003. /**
  60004. * Gets the current physics engine
  60005. * @returns a IPhysicsEngine or null if none attached
  60006. */
  60007. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60008. /**
  60009. * Enables physics to the current scene
  60010. * @param gravity defines the scene's gravity for the physics engine
  60011. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60012. * @return a boolean indicating if the physics engine was initialized
  60013. */
  60014. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60015. /**
  60016. * Disables and disposes the physics engine associated with the scene
  60017. */
  60018. disablePhysicsEngine(): void;
  60019. /**
  60020. * Gets a boolean indicating if there is an active physics engine
  60021. * @returns a boolean indicating if there is an active physics engine
  60022. */
  60023. isPhysicsEnabled(): boolean;
  60024. /**
  60025. * Deletes a physics compound impostor
  60026. * @param compound defines the compound to delete
  60027. */
  60028. deleteCompoundImpostor(compound: any): void;
  60029. /**
  60030. * An event triggered when physic simulation is about to be run
  60031. */
  60032. onBeforePhysicsObservable: Observable<Scene>;
  60033. /**
  60034. * An event triggered when physic simulation has been done
  60035. */
  60036. onAfterPhysicsObservable: Observable<Scene>;
  60037. }
  60038. }
  60039. module "babylonjs/Meshes/abstractMesh" {
  60040. interface AbstractMesh {
  60041. /** @hidden */
  60042. _physicsImpostor: Nullable<PhysicsImpostor>;
  60043. /**
  60044. * Gets or sets impostor used for physic simulation
  60045. * @see http://doc.babylonjs.com/features/physics_engine
  60046. */
  60047. physicsImpostor: Nullable<PhysicsImpostor>;
  60048. /**
  60049. * Gets the current physics impostor
  60050. * @see http://doc.babylonjs.com/features/physics_engine
  60051. * @returns a physics impostor or null
  60052. */
  60053. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60054. /** Apply a physic impulse to the mesh
  60055. * @param force defines the force to apply
  60056. * @param contactPoint defines where to apply the force
  60057. * @returns the current mesh
  60058. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60059. */
  60060. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60061. /**
  60062. * Creates a physic joint between two meshes
  60063. * @param otherMesh defines the other mesh to use
  60064. * @param pivot1 defines the pivot to use on this mesh
  60065. * @param pivot2 defines the pivot to use on the other mesh
  60066. * @param options defines additional options (can be plugin dependent)
  60067. * @returns the current mesh
  60068. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60069. */
  60070. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60071. /** @hidden */
  60072. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60073. }
  60074. }
  60075. /**
  60076. * Defines the physics engine scene component responsible to manage a physics engine
  60077. */
  60078. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60079. /**
  60080. * The component name helpful to identify the component in the list of scene components.
  60081. */
  60082. readonly name: string;
  60083. /**
  60084. * The scene the component belongs to.
  60085. */
  60086. scene: Scene;
  60087. /**
  60088. * Creates a new instance of the component for the given scene
  60089. * @param scene Defines the scene to register the component in
  60090. */
  60091. constructor(scene: Scene);
  60092. /**
  60093. * Registers the component in a given scene
  60094. */
  60095. register(): void;
  60096. /**
  60097. * Rebuilds the elements related to this component in case of
  60098. * context lost for instance.
  60099. */
  60100. rebuild(): void;
  60101. /**
  60102. * Disposes the component and the associated ressources
  60103. */
  60104. dispose(): void;
  60105. }
  60106. }
  60107. declare module "babylonjs/Physics/physicsHelper" {
  60108. import { Nullable } from "babylonjs/types";
  60109. import { Vector3 } from "babylonjs/Maths/math.vector";
  60110. import { Mesh } from "babylonjs/Meshes/mesh";
  60111. import { Scene } from "babylonjs/scene";
  60112. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60113. /**
  60114. * A helper for physics simulations
  60115. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60116. */
  60117. export class PhysicsHelper {
  60118. private _scene;
  60119. private _physicsEngine;
  60120. /**
  60121. * Initializes the Physics helper
  60122. * @param scene Babylon.js scene
  60123. */
  60124. constructor(scene: Scene);
  60125. /**
  60126. * Applies a radial explosion impulse
  60127. * @param origin the origin of the explosion
  60128. * @param radiusOrEventOptions the radius or the options of radial explosion
  60129. * @param strength the explosion strength
  60130. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60131. * @returns A physics radial explosion event, or null
  60132. */
  60133. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60134. /**
  60135. * Applies a radial explosion force
  60136. * @param origin the origin of the explosion
  60137. * @param radiusOrEventOptions the radius or the options of radial explosion
  60138. * @param strength the explosion strength
  60139. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60140. * @returns A physics radial explosion event, or null
  60141. */
  60142. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60143. /**
  60144. * Creates a gravitational field
  60145. * @param origin the origin of the explosion
  60146. * @param radiusOrEventOptions the radius or the options of radial explosion
  60147. * @param strength the explosion strength
  60148. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60149. * @returns A physics gravitational field event, or null
  60150. */
  60151. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60152. /**
  60153. * Creates a physics updraft event
  60154. * @param origin the origin of the updraft
  60155. * @param radiusOrEventOptions the radius or the options of the updraft
  60156. * @param strength the strength of the updraft
  60157. * @param height the height of the updraft
  60158. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60159. * @returns A physics updraft event, or null
  60160. */
  60161. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60162. /**
  60163. * Creates a physics vortex event
  60164. * @param origin the of the vortex
  60165. * @param radiusOrEventOptions the radius or the options of the vortex
  60166. * @param strength the strength of the vortex
  60167. * @param height the height of the vortex
  60168. * @returns a Physics vortex event, or null
  60169. * A physics vortex event or null
  60170. */
  60171. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60172. }
  60173. /**
  60174. * Represents a physics radial explosion event
  60175. */
  60176. class PhysicsRadialExplosionEvent {
  60177. private _scene;
  60178. private _options;
  60179. private _sphere;
  60180. private _dataFetched;
  60181. /**
  60182. * Initializes a radial explosioin event
  60183. * @param _scene BabylonJS scene
  60184. * @param _options The options for the vortex event
  60185. */
  60186. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60187. /**
  60188. * Returns the data related to the radial explosion event (sphere).
  60189. * @returns The radial explosion event data
  60190. */
  60191. getData(): PhysicsRadialExplosionEventData;
  60192. /**
  60193. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60194. * @param impostor A physics imposter
  60195. * @param origin the origin of the explosion
  60196. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60197. */
  60198. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60199. /**
  60200. * Triggers affecterd impostors callbacks
  60201. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60202. */
  60203. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60204. /**
  60205. * Disposes the sphere.
  60206. * @param force Specifies if the sphere should be disposed by force
  60207. */
  60208. dispose(force?: boolean): void;
  60209. /*** Helpers ***/
  60210. private _prepareSphere;
  60211. private _intersectsWithSphere;
  60212. }
  60213. /**
  60214. * Represents a gravitational field event
  60215. */
  60216. class PhysicsGravitationalFieldEvent {
  60217. private _physicsHelper;
  60218. private _scene;
  60219. private _origin;
  60220. private _options;
  60221. private _tickCallback;
  60222. private _sphere;
  60223. private _dataFetched;
  60224. /**
  60225. * Initializes the physics gravitational field event
  60226. * @param _physicsHelper A physics helper
  60227. * @param _scene BabylonJS scene
  60228. * @param _origin The origin position of the gravitational field event
  60229. * @param _options The options for the vortex event
  60230. */
  60231. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60232. /**
  60233. * Returns the data related to the gravitational field event (sphere).
  60234. * @returns A gravitational field event
  60235. */
  60236. getData(): PhysicsGravitationalFieldEventData;
  60237. /**
  60238. * Enables the gravitational field.
  60239. */
  60240. enable(): void;
  60241. /**
  60242. * Disables the gravitational field.
  60243. */
  60244. disable(): void;
  60245. /**
  60246. * Disposes the sphere.
  60247. * @param force The force to dispose from the gravitational field event
  60248. */
  60249. dispose(force?: boolean): void;
  60250. private _tick;
  60251. }
  60252. /**
  60253. * Represents a physics updraft event
  60254. */
  60255. class PhysicsUpdraftEvent {
  60256. private _scene;
  60257. private _origin;
  60258. private _options;
  60259. private _physicsEngine;
  60260. private _originTop;
  60261. private _originDirection;
  60262. private _tickCallback;
  60263. private _cylinder;
  60264. private _cylinderPosition;
  60265. private _dataFetched;
  60266. /**
  60267. * Initializes the physics updraft event
  60268. * @param _scene BabylonJS scene
  60269. * @param _origin The origin position of the updraft
  60270. * @param _options The options for the updraft event
  60271. */
  60272. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60273. /**
  60274. * Returns the data related to the updraft event (cylinder).
  60275. * @returns A physics updraft event
  60276. */
  60277. getData(): PhysicsUpdraftEventData;
  60278. /**
  60279. * Enables the updraft.
  60280. */
  60281. enable(): void;
  60282. /**
  60283. * Disables the updraft.
  60284. */
  60285. disable(): void;
  60286. /**
  60287. * Disposes the cylinder.
  60288. * @param force Specifies if the updraft should be disposed by force
  60289. */
  60290. dispose(force?: boolean): void;
  60291. private getImpostorHitData;
  60292. private _tick;
  60293. /*** Helpers ***/
  60294. private _prepareCylinder;
  60295. private _intersectsWithCylinder;
  60296. }
  60297. /**
  60298. * Represents a physics vortex event
  60299. */
  60300. class PhysicsVortexEvent {
  60301. private _scene;
  60302. private _origin;
  60303. private _options;
  60304. private _physicsEngine;
  60305. private _originTop;
  60306. private _tickCallback;
  60307. private _cylinder;
  60308. private _cylinderPosition;
  60309. private _dataFetched;
  60310. /**
  60311. * Initializes the physics vortex event
  60312. * @param _scene The BabylonJS scene
  60313. * @param _origin The origin position of the vortex
  60314. * @param _options The options for the vortex event
  60315. */
  60316. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60317. /**
  60318. * Returns the data related to the vortex event (cylinder).
  60319. * @returns The physics vortex event data
  60320. */
  60321. getData(): PhysicsVortexEventData;
  60322. /**
  60323. * Enables the vortex.
  60324. */
  60325. enable(): void;
  60326. /**
  60327. * Disables the cortex.
  60328. */
  60329. disable(): void;
  60330. /**
  60331. * Disposes the sphere.
  60332. * @param force
  60333. */
  60334. dispose(force?: boolean): void;
  60335. private getImpostorHitData;
  60336. private _tick;
  60337. /*** Helpers ***/
  60338. private _prepareCylinder;
  60339. private _intersectsWithCylinder;
  60340. }
  60341. /**
  60342. * Options fot the radial explosion event
  60343. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60344. */
  60345. export class PhysicsRadialExplosionEventOptions {
  60346. /**
  60347. * The radius of the sphere for the radial explosion.
  60348. */
  60349. radius: number;
  60350. /**
  60351. * The strenth of the explosion.
  60352. */
  60353. strength: number;
  60354. /**
  60355. * The strenght of the force in correspondence to the distance of the affected object
  60356. */
  60357. falloff: PhysicsRadialImpulseFalloff;
  60358. /**
  60359. * Sphere options for the radial explosion.
  60360. */
  60361. sphere: {
  60362. segments: number;
  60363. diameter: number;
  60364. };
  60365. /**
  60366. * Sphere options for the radial explosion.
  60367. */
  60368. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60369. }
  60370. /**
  60371. * Options fot the updraft event
  60372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60373. */
  60374. export class PhysicsUpdraftEventOptions {
  60375. /**
  60376. * The radius of the cylinder for the vortex
  60377. */
  60378. radius: number;
  60379. /**
  60380. * The strenth of the updraft.
  60381. */
  60382. strength: number;
  60383. /**
  60384. * The height of the cylinder for the updraft.
  60385. */
  60386. height: number;
  60387. /**
  60388. * The mode for the the updraft.
  60389. */
  60390. updraftMode: PhysicsUpdraftMode;
  60391. }
  60392. /**
  60393. * Options fot the vortex event
  60394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60395. */
  60396. export class PhysicsVortexEventOptions {
  60397. /**
  60398. * The radius of the cylinder for the vortex
  60399. */
  60400. radius: number;
  60401. /**
  60402. * The strenth of the vortex.
  60403. */
  60404. strength: number;
  60405. /**
  60406. * The height of the cylinder for the vortex.
  60407. */
  60408. height: number;
  60409. /**
  60410. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60411. */
  60412. centripetalForceThreshold: number;
  60413. /**
  60414. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60415. */
  60416. centripetalForceMultiplier: number;
  60417. /**
  60418. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60419. */
  60420. centrifugalForceMultiplier: number;
  60421. /**
  60422. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60423. */
  60424. updraftForceMultiplier: number;
  60425. }
  60426. /**
  60427. * The strenght of the force in correspondence to the distance of the affected object
  60428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60429. */
  60430. export enum PhysicsRadialImpulseFalloff {
  60431. /** Defines that impulse is constant in strength across it's whole radius */
  60432. Constant = 0,
  60433. /** Defines that impulse gets weaker if it's further from the origin */
  60434. Linear = 1
  60435. }
  60436. /**
  60437. * The strength of the force in correspondence to the distance of the affected object
  60438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60439. */
  60440. export enum PhysicsUpdraftMode {
  60441. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60442. Center = 0,
  60443. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60444. Perpendicular = 1
  60445. }
  60446. /**
  60447. * Interface for a physics hit data
  60448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60449. */
  60450. export interface PhysicsHitData {
  60451. /**
  60452. * The force applied at the contact point
  60453. */
  60454. force: Vector3;
  60455. /**
  60456. * The contact point
  60457. */
  60458. contactPoint: Vector3;
  60459. /**
  60460. * The distance from the origin to the contact point
  60461. */
  60462. distanceFromOrigin: number;
  60463. }
  60464. /**
  60465. * Interface for radial explosion event data
  60466. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60467. */
  60468. export interface PhysicsRadialExplosionEventData {
  60469. /**
  60470. * A sphere used for the radial explosion event
  60471. */
  60472. sphere: Mesh;
  60473. }
  60474. /**
  60475. * Interface for gravitational field event data
  60476. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60477. */
  60478. export interface PhysicsGravitationalFieldEventData {
  60479. /**
  60480. * A sphere mesh used for the gravitational field event
  60481. */
  60482. sphere: Mesh;
  60483. }
  60484. /**
  60485. * Interface for updraft event data
  60486. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60487. */
  60488. export interface PhysicsUpdraftEventData {
  60489. /**
  60490. * A cylinder used for the updraft event
  60491. */
  60492. cylinder: Mesh;
  60493. }
  60494. /**
  60495. * Interface for vortex event data
  60496. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60497. */
  60498. export interface PhysicsVortexEventData {
  60499. /**
  60500. * A cylinder used for the vortex event
  60501. */
  60502. cylinder: Mesh;
  60503. }
  60504. /**
  60505. * Interface for an affected physics impostor
  60506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60507. */
  60508. export interface PhysicsAffectedImpostorWithData {
  60509. /**
  60510. * The impostor affected by the effect
  60511. */
  60512. impostor: PhysicsImpostor;
  60513. /**
  60514. * The data about the hit/horce from the explosion
  60515. */
  60516. hitData: PhysicsHitData;
  60517. }
  60518. }
  60519. declare module "babylonjs/Physics/Plugins/index" {
  60520. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60521. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60522. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60523. }
  60524. declare module "babylonjs/Physics/index" {
  60525. export * from "babylonjs/Physics/IPhysicsEngine";
  60526. export * from "babylonjs/Physics/physicsEngine";
  60527. export * from "babylonjs/Physics/physicsEngineComponent";
  60528. export * from "babylonjs/Physics/physicsHelper";
  60529. export * from "babylonjs/Physics/physicsImpostor";
  60530. export * from "babylonjs/Physics/physicsJoint";
  60531. export * from "babylonjs/Physics/Plugins/index";
  60532. }
  60533. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60534. /** @hidden */
  60535. export var blackAndWhitePixelShader: {
  60536. name: string;
  60537. shader: string;
  60538. };
  60539. }
  60540. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60541. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60542. import { Camera } from "babylonjs/Cameras/camera";
  60543. import { Engine } from "babylonjs/Engines/engine";
  60544. import "babylonjs/Shaders/blackAndWhite.fragment";
  60545. /**
  60546. * Post process used to render in black and white
  60547. */
  60548. export class BlackAndWhitePostProcess extends PostProcess {
  60549. /**
  60550. * Linear about to convert he result to black and white (default: 1)
  60551. */
  60552. degree: number;
  60553. /**
  60554. * Creates a black and white post process
  60555. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60556. * @param name The name of the effect.
  60557. * @param options The required width/height ratio to downsize to before computing the render pass.
  60558. * @param camera The camera to apply the render pass to.
  60559. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60560. * @param engine The engine which the post process will be applied. (default: current engine)
  60561. * @param reusable If the post process can be reused on the same frame. (default: false)
  60562. */
  60563. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60564. }
  60565. }
  60566. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60567. import { Nullable } from "babylonjs/types";
  60568. import { Camera } from "babylonjs/Cameras/camera";
  60569. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60570. import { Engine } from "babylonjs/Engines/engine";
  60571. /**
  60572. * This represents a set of one or more post processes in Babylon.
  60573. * A post process can be used to apply a shader to a texture after it is rendered.
  60574. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60575. */
  60576. export class PostProcessRenderEffect {
  60577. private _postProcesses;
  60578. private _getPostProcesses;
  60579. private _singleInstance;
  60580. private _cameras;
  60581. private _indicesForCamera;
  60582. /**
  60583. * Name of the effect
  60584. * @hidden
  60585. */
  60586. _name: string;
  60587. /**
  60588. * Instantiates a post process render effect.
  60589. * A post process can be used to apply a shader to a texture after it is rendered.
  60590. * @param engine The engine the effect is tied to
  60591. * @param name The name of the effect
  60592. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60593. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60594. */
  60595. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60596. /**
  60597. * Checks if all the post processes in the effect are supported.
  60598. */
  60599. readonly isSupported: boolean;
  60600. /**
  60601. * Updates the current state of the effect
  60602. * @hidden
  60603. */
  60604. _update(): void;
  60605. /**
  60606. * Attaches the effect on cameras
  60607. * @param cameras The camera to attach to.
  60608. * @hidden
  60609. */
  60610. _attachCameras(cameras: Camera): void;
  60611. /**
  60612. * Attaches the effect on cameras
  60613. * @param cameras The camera to attach to.
  60614. * @hidden
  60615. */
  60616. _attachCameras(cameras: Camera[]): void;
  60617. /**
  60618. * Detaches the effect on cameras
  60619. * @param cameras The camera to detatch from.
  60620. * @hidden
  60621. */
  60622. _detachCameras(cameras: Camera): void;
  60623. /**
  60624. * Detatches the effect on cameras
  60625. * @param cameras The camera to detatch from.
  60626. * @hidden
  60627. */
  60628. _detachCameras(cameras: Camera[]): void;
  60629. /**
  60630. * Enables the effect on given cameras
  60631. * @param cameras The camera to enable.
  60632. * @hidden
  60633. */
  60634. _enable(cameras: Camera): void;
  60635. /**
  60636. * Enables the effect on given cameras
  60637. * @param cameras The camera to enable.
  60638. * @hidden
  60639. */
  60640. _enable(cameras: Nullable<Camera[]>): void;
  60641. /**
  60642. * Disables the effect on the given cameras
  60643. * @param cameras The camera to disable.
  60644. * @hidden
  60645. */
  60646. _disable(cameras: Camera): void;
  60647. /**
  60648. * Disables the effect on the given cameras
  60649. * @param cameras The camera to disable.
  60650. * @hidden
  60651. */
  60652. _disable(cameras: Nullable<Camera[]>): void;
  60653. /**
  60654. * Gets a list of the post processes contained in the effect.
  60655. * @param camera The camera to get the post processes on.
  60656. * @returns The list of the post processes in the effect.
  60657. */
  60658. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60659. }
  60660. }
  60661. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60662. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60663. /** @hidden */
  60664. export var extractHighlightsPixelShader: {
  60665. name: string;
  60666. shader: string;
  60667. };
  60668. }
  60669. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60670. import { Nullable } from "babylonjs/types";
  60671. import { Camera } from "babylonjs/Cameras/camera";
  60672. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60673. import { Engine } from "babylonjs/Engines/engine";
  60674. import "babylonjs/Shaders/extractHighlights.fragment";
  60675. /**
  60676. * 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.
  60677. */
  60678. export class ExtractHighlightsPostProcess extends PostProcess {
  60679. /**
  60680. * The luminance threshold, pixels below this value will be set to black.
  60681. */
  60682. threshold: number;
  60683. /** @hidden */
  60684. _exposure: number;
  60685. /**
  60686. * Post process which has the input texture to be used when performing highlight extraction
  60687. * @hidden
  60688. */
  60689. _inputPostProcess: Nullable<PostProcess>;
  60690. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60691. }
  60692. }
  60693. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60694. /** @hidden */
  60695. export var bloomMergePixelShader: {
  60696. name: string;
  60697. shader: string;
  60698. };
  60699. }
  60700. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60701. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60702. import { Nullable } from "babylonjs/types";
  60703. import { Engine } from "babylonjs/Engines/engine";
  60704. import { Camera } from "babylonjs/Cameras/camera";
  60705. import "babylonjs/Shaders/bloomMerge.fragment";
  60706. /**
  60707. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60708. */
  60709. export class BloomMergePostProcess extends PostProcess {
  60710. /** Weight of the bloom to be added to the original input. */
  60711. weight: number;
  60712. /**
  60713. * Creates a new instance of @see BloomMergePostProcess
  60714. * @param name The name of the effect.
  60715. * @param originalFromInput Post process which's input will be used for the merge.
  60716. * @param blurred Blurred highlights post process which's output will be used.
  60717. * @param weight Weight of the bloom to be added to the original input.
  60718. * @param options The required width/height ratio to downsize to before computing the render pass.
  60719. * @param camera The camera to apply the render pass to.
  60720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60721. * @param engine The engine which the post process will be applied. (default: current engine)
  60722. * @param reusable If the post process can be reused on the same frame. (default: false)
  60723. * @param textureType Type of textures used when performing the post process. (default: 0)
  60724. * @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)
  60725. */
  60726. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60727. /** Weight of the bloom to be added to the original input. */
  60728. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60729. }
  60730. }
  60731. declare module "babylonjs/PostProcesses/bloomEffect" {
  60732. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60733. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60734. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60735. import { Camera } from "babylonjs/Cameras/camera";
  60736. import { Scene } from "babylonjs/scene";
  60737. /**
  60738. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60739. */
  60740. export class BloomEffect extends PostProcessRenderEffect {
  60741. private bloomScale;
  60742. /**
  60743. * @hidden Internal
  60744. */
  60745. _effects: Array<PostProcess>;
  60746. /**
  60747. * @hidden Internal
  60748. */
  60749. _downscale: ExtractHighlightsPostProcess;
  60750. private _blurX;
  60751. private _blurY;
  60752. private _merge;
  60753. /**
  60754. * The luminance threshold to find bright areas of the image to bloom.
  60755. */
  60756. threshold: number;
  60757. /**
  60758. * The strength of the bloom.
  60759. */
  60760. weight: number;
  60761. /**
  60762. * Specifies the size of the bloom blur kernel, relative to the final output size
  60763. */
  60764. kernel: number;
  60765. /**
  60766. * Creates a new instance of @see BloomEffect
  60767. * @param scene The scene the effect belongs to.
  60768. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60769. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60770. * @param bloomWeight The the strength of bloom.
  60771. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60772. * @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)
  60773. */
  60774. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60775. /**
  60776. * Disposes each of the internal effects for a given camera.
  60777. * @param camera The camera to dispose the effect on.
  60778. */
  60779. disposeEffects(camera: Camera): void;
  60780. /**
  60781. * @hidden Internal
  60782. */
  60783. _updateEffects(): void;
  60784. /**
  60785. * Internal
  60786. * @returns if all the contained post processes are ready.
  60787. * @hidden
  60788. */
  60789. _isReady(): boolean;
  60790. }
  60791. }
  60792. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60793. /** @hidden */
  60794. export var chromaticAberrationPixelShader: {
  60795. name: string;
  60796. shader: string;
  60797. };
  60798. }
  60799. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60800. import { Vector2 } from "babylonjs/Maths/math.vector";
  60801. import { Nullable } from "babylonjs/types";
  60802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60803. import { Camera } from "babylonjs/Cameras/camera";
  60804. import { Engine } from "babylonjs/Engines/engine";
  60805. import "babylonjs/Shaders/chromaticAberration.fragment";
  60806. /**
  60807. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60808. */
  60809. export class ChromaticAberrationPostProcess extends PostProcess {
  60810. /**
  60811. * The amount of seperation of rgb channels (default: 30)
  60812. */
  60813. aberrationAmount: number;
  60814. /**
  60815. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60816. */
  60817. radialIntensity: number;
  60818. /**
  60819. * 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))
  60820. */
  60821. direction: Vector2;
  60822. /**
  60823. * 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))
  60824. */
  60825. centerPosition: Vector2;
  60826. /**
  60827. * Creates a new instance ChromaticAberrationPostProcess
  60828. * @param name The name of the effect.
  60829. * @param screenWidth The width of the screen to apply the effect on.
  60830. * @param screenHeight The height of the screen to apply the effect on.
  60831. * @param options The required width/height ratio to downsize to before computing the render pass.
  60832. * @param camera The camera to apply the render pass to.
  60833. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60834. * @param engine The engine which the post process will be applied. (default: current engine)
  60835. * @param reusable If the post process can be reused on the same frame. (default: false)
  60836. * @param textureType Type of textures used when performing the post process. (default: 0)
  60837. * @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)
  60838. */
  60839. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60840. }
  60841. }
  60842. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60843. /** @hidden */
  60844. export var circleOfConfusionPixelShader: {
  60845. name: string;
  60846. shader: string;
  60847. };
  60848. }
  60849. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60850. import { Nullable } from "babylonjs/types";
  60851. import { Engine } from "babylonjs/Engines/engine";
  60852. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60853. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60854. import { Camera } from "babylonjs/Cameras/camera";
  60855. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60856. /**
  60857. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60858. */
  60859. export class CircleOfConfusionPostProcess extends PostProcess {
  60860. /**
  60861. * 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.
  60862. */
  60863. lensSize: number;
  60864. /**
  60865. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60866. */
  60867. fStop: number;
  60868. /**
  60869. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60870. */
  60871. focusDistance: number;
  60872. /**
  60873. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60874. */
  60875. focalLength: number;
  60876. private _depthTexture;
  60877. /**
  60878. * Creates a new instance CircleOfConfusionPostProcess
  60879. * @param name The name of the effect.
  60880. * @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.
  60881. * @param options The required width/height ratio to downsize to before computing the render pass.
  60882. * @param camera The camera to apply the render pass to.
  60883. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60884. * @param engine The engine which the post process will be applied. (default: current engine)
  60885. * @param reusable If the post process can be reused on the same frame. (default: false)
  60886. * @param textureType Type of textures used when performing the post process. (default: 0)
  60887. * @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)
  60888. */
  60889. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60890. /**
  60891. * 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.
  60892. */
  60893. depthTexture: RenderTargetTexture;
  60894. }
  60895. }
  60896. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60897. /** @hidden */
  60898. export var colorCorrectionPixelShader: {
  60899. name: string;
  60900. shader: string;
  60901. };
  60902. }
  60903. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60904. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60905. import { Engine } from "babylonjs/Engines/engine";
  60906. import { Camera } from "babylonjs/Cameras/camera";
  60907. import "babylonjs/Shaders/colorCorrection.fragment";
  60908. /**
  60909. *
  60910. * This post-process allows the modification of rendered colors by using
  60911. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60912. *
  60913. * The object needs to be provided an url to a texture containing the color
  60914. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60915. * Use an image editing software to tweak the LUT to match your needs.
  60916. *
  60917. * For an example of a color LUT, see here:
  60918. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60919. * For explanations on color grading, see here:
  60920. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60921. *
  60922. */
  60923. export class ColorCorrectionPostProcess extends PostProcess {
  60924. private _colorTableTexture;
  60925. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60926. }
  60927. }
  60928. declare module "babylonjs/Shaders/convolution.fragment" {
  60929. /** @hidden */
  60930. export var convolutionPixelShader: {
  60931. name: string;
  60932. shader: string;
  60933. };
  60934. }
  60935. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60936. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60937. import { Nullable } from "babylonjs/types";
  60938. import { Camera } from "babylonjs/Cameras/camera";
  60939. import { Engine } from "babylonjs/Engines/engine";
  60940. import "babylonjs/Shaders/convolution.fragment";
  60941. /**
  60942. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60943. * input texture to perform effects such as edge detection or sharpening
  60944. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60945. */
  60946. export class ConvolutionPostProcess extends PostProcess {
  60947. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60948. kernel: number[];
  60949. /**
  60950. * Creates a new instance ConvolutionPostProcess
  60951. * @param name The name of the effect.
  60952. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60953. * @param options The required width/height ratio to downsize to before computing the render pass.
  60954. * @param camera The camera to apply the render pass to.
  60955. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60956. * @param engine The engine which the post process will be applied. (default: current engine)
  60957. * @param reusable If the post process can be reused on the same frame. (default: false)
  60958. * @param textureType Type of textures used when performing the post process. (default: 0)
  60959. */
  60960. constructor(name: string,
  60961. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60962. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60963. /**
  60964. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60965. */
  60966. static EdgeDetect0Kernel: number[];
  60967. /**
  60968. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60969. */
  60970. static EdgeDetect1Kernel: number[];
  60971. /**
  60972. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60973. */
  60974. static EdgeDetect2Kernel: number[];
  60975. /**
  60976. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60977. */
  60978. static SharpenKernel: number[];
  60979. /**
  60980. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60981. */
  60982. static EmbossKernel: number[];
  60983. /**
  60984. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60985. */
  60986. static GaussianKernel: number[];
  60987. }
  60988. }
  60989. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60990. import { Nullable } from "babylonjs/types";
  60991. import { Vector2 } from "babylonjs/Maths/math.vector";
  60992. import { Camera } from "babylonjs/Cameras/camera";
  60993. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60994. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60995. import { Engine } from "babylonjs/Engines/engine";
  60996. import { Scene } from "babylonjs/scene";
  60997. /**
  60998. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60999. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61000. * based on samples that have a large difference in distance than the center pixel.
  61001. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61002. */
  61003. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61004. direction: Vector2;
  61005. /**
  61006. * Creates a new instance CircleOfConfusionPostProcess
  61007. * @param name The name of the effect.
  61008. * @param scene The scene the effect belongs to.
  61009. * @param direction The direction the blur should be applied.
  61010. * @param kernel The size of the kernel used to blur.
  61011. * @param options The required width/height ratio to downsize to before computing the render pass.
  61012. * @param camera The camera to apply the render pass to.
  61013. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61014. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61015. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61016. * @param engine The engine which the post process will be applied. (default: current engine)
  61017. * @param reusable If the post process can be reused on the same frame. (default: false)
  61018. * @param textureType Type of textures used when performing the post process. (default: 0)
  61019. * @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)
  61020. */
  61021. 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);
  61022. }
  61023. }
  61024. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61025. /** @hidden */
  61026. export var depthOfFieldMergePixelShader: {
  61027. name: string;
  61028. shader: string;
  61029. };
  61030. }
  61031. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61032. import { Nullable } from "babylonjs/types";
  61033. import { Camera } from "babylonjs/Cameras/camera";
  61034. import { Effect } from "babylonjs/Materials/effect";
  61035. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61036. import { Engine } from "babylonjs/Engines/engine";
  61037. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61038. /**
  61039. * Options to be set when merging outputs from the default pipeline.
  61040. */
  61041. export class DepthOfFieldMergePostProcessOptions {
  61042. /**
  61043. * The original image to merge on top of
  61044. */
  61045. originalFromInput: PostProcess;
  61046. /**
  61047. * Parameters to perform the merge of the depth of field effect
  61048. */
  61049. depthOfField?: {
  61050. circleOfConfusion: PostProcess;
  61051. blurSteps: Array<PostProcess>;
  61052. };
  61053. /**
  61054. * Parameters to perform the merge of bloom effect
  61055. */
  61056. bloom?: {
  61057. blurred: PostProcess;
  61058. weight: number;
  61059. };
  61060. }
  61061. /**
  61062. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61063. */
  61064. export class DepthOfFieldMergePostProcess extends PostProcess {
  61065. private blurSteps;
  61066. /**
  61067. * Creates a new instance of DepthOfFieldMergePostProcess
  61068. * @param name The name of the effect.
  61069. * @param originalFromInput Post process which's input will be used for the merge.
  61070. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61071. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61072. * @param options The required width/height ratio to downsize to before computing the render pass.
  61073. * @param camera The camera to apply the render pass to.
  61074. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61075. * @param engine The engine which the post process will be applied. (default: current engine)
  61076. * @param reusable If the post process can be reused on the same frame. (default: false)
  61077. * @param textureType Type of textures used when performing the post process. (default: 0)
  61078. * @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)
  61079. */
  61080. 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);
  61081. /**
  61082. * Updates the effect with the current post process compile time values and recompiles the shader.
  61083. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61084. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61085. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61086. * @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
  61087. * @param onCompiled Called when the shader has been compiled.
  61088. * @param onError Called if there is an error when compiling a shader.
  61089. */
  61090. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61091. }
  61092. }
  61093. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61094. import { Nullable } from "babylonjs/types";
  61095. import { Camera } from "babylonjs/Cameras/camera";
  61096. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61097. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61098. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61099. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61100. import { Scene } from "babylonjs/scene";
  61101. /**
  61102. * Specifies the level of max blur that should be applied when using the depth of field effect
  61103. */
  61104. export enum DepthOfFieldEffectBlurLevel {
  61105. /**
  61106. * Subtle blur
  61107. */
  61108. Low = 0,
  61109. /**
  61110. * Medium blur
  61111. */
  61112. Medium = 1,
  61113. /**
  61114. * Large blur
  61115. */
  61116. High = 2
  61117. }
  61118. /**
  61119. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61120. */
  61121. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61122. private _circleOfConfusion;
  61123. /**
  61124. * @hidden Internal, blurs from high to low
  61125. */
  61126. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61127. private _depthOfFieldBlurY;
  61128. private _dofMerge;
  61129. /**
  61130. * @hidden Internal post processes in depth of field effect
  61131. */
  61132. _effects: Array<PostProcess>;
  61133. /**
  61134. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61135. */
  61136. focalLength: number;
  61137. /**
  61138. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61139. */
  61140. fStop: number;
  61141. /**
  61142. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61143. */
  61144. focusDistance: number;
  61145. /**
  61146. * 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.
  61147. */
  61148. lensSize: number;
  61149. /**
  61150. * Creates a new instance DepthOfFieldEffect
  61151. * @param scene The scene the effect belongs to.
  61152. * @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.
  61153. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61154. * @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)
  61155. */
  61156. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61157. /**
  61158. * Get the current class name of the current effet
  61159. * @returns "DepthOfFieldEffect"
  61160. */
  61161. getClassName(): string;
  61162. /**
  61163. * 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.
  61164. */
  61165. depthTexture: RenderTargetTexture;
  61166. /**
  61167. * Disposes each of the internal effects for a given camera.
  61168. * @param camera The camera to dispose the effect on.
  61169. */
  61170. disposeEffects(camera: Camera): void;
  61171. /**
  61172. * @hidden Internal
  61173. */
  61174. _updateEffects(): void;
  61175. /**
  61176. * Internal
  61177. * @returns if all the contained post processes are ready.
  61178. * @hidden
  61179. */
  61180. _isReady(): boolean;
  61181. }
  61182. }
  61183. declare module "babylonjs/Shaders/displayPass.fragment" {
  61184. /** @hidden */
  61185. export var displayPassPixelShader: {
  61186. name: string;
  61187. shader: string;
  61188. };
  61189. }
  61190. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61191. import { Nullable } from "babylonjs/types";
  61192. import { Camera } from "babylonjs/Cameras/camera";
  61193. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61194. import { Engine } from "babylonjs/Engines/engine";
  61195. import "babylonjs/Shaders/displayPass.fragment";
  61196. /**
  61197. * DisplayPassPostProcess which produces an output the same as it's input
  61198. */
  61199. export class DisplayPassPostProcess extends PostProcess {
  61200. /**
  61201. * Creates the DisplayPassPostProcess
  61202. * @param name The name of the effect.
  61203. * @param options The required width/height ratio to downsize to before computing the render pass.
  61204. * @param camera The camera to apply the render pass to.
  61205. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61206. * @param engine The engine which the post process will be applied. (default: current engine)
  61207. * @param reusable If the post process can be reused on the same frame. (default: false)
  61208. */
  61209. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61210. }
  61211. }
  61212. declare module "babylonjs/Shaders/filter.fragment" {
  61213. /** @hidden */
  61214. export var filterPixelShader: {
  61215. name: string;
  61216. shader: string;
  61217. };
  61218. }
  61219. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61220. import { Nullable } from "babylonjs/types";
  61221. import { Matrix } from "babylonjs/Maths/math.vector";
  61222. import { Camera } from "babylonjs/Cameras/camera";
  61223. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61224. import { Engine } from "babylonjs/Engines/engine";
  61225. import "babylonjs/Shaders/filter.fragment";
  61226. /**
  61227. * Applies a kernel filter to the image
  61228. */
  61229. export class FilterPostProcess extends PostProcess {
  61230. /** The matrix to be applied to the image */
  61231. kernelMatrix: Matrix;
  61232. /**
  61233. *
  61234. * @param name The name of the effect.
  61235. * @param kernelMatrix The matrix to be applied to the image
  61236. * @param options The required width/height ratio to downsize to before computing the render pass.
  61237. * @param camera The camera to apply the render pass to.
  61238. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61239. * @param engine The engine which the post process will be applied. (default: current engine)
  61240. * @param reusable If the post process can be reused on the same frame. (default: false)
  61241. */
  61242. constructor(name: string,
  61243. /** The matrix to be applied to the image */
  61244. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61245. }
  61246. }
  61247. declare module "babylonjs/Shaders/fxaa.fragment" {
  61248. /** @hidden */
  61249. export var fxaaPixelShader: {
  61250. name: string;
  61251. shader: string;
  61252. };
  61253. }
  61254. declare module "babylonjs/Shaders/fxaa.vertex" {
  61255. /** @hidden */
  61256. export var fxaaVertexShader: {
  61257. name: string;
  61258. shader: string;
  61259. };
  61260. }
  61261. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61262. import { Nullable } from "babylonjs/types";
  61263. import { Camera } from "babylonjs/Cameras/camera";
  61264. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61265. import { Engine } from "babylonjs/Engines/engine";
  61266. import "babylonjs/Shaders/fxaa.fragment";
  61267. import "babylonjs/Shaders/fxaa.vertex";
  61268. /**
  61269. * Fxaa post process
  61270. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61271. */
  61272. export class FxaaPostProcess extends PostProcess {
  61273. /** @hidden */
  61274. texelWidth: number;
  61275. /** @hidden */
  61276. texelHeight: number;
  61277. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61278. private _getDefines;
  61279. }
  61280. }
  61281. declare module "babylonjs/Shaders/grain.fragment" {
  61282. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61283. /** @hidden */
  61284. export var grainPixelShader: {
  61285. name: string;
  61286. shader: string;
  61287. };
  61288. }
  61289. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61290. import { Nullable } from "babylonjs/types";
  61291. import { Camera } from "babylonjs/Cameras/camera";
  61292. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61293. import { Engine } from "babylonjs/Engines/engine";
  61294. import "babylonjs/Shaders/grain.fragment";
  61295. /**
  61296. * The GrainPostProcess adds noise to the image at mid luminance levels
  61297. */
  61298. export class GrainPostProcess extends PostProcess {
  61299. /**
  61300. * The intensity of the grain added (default: 30)
  61301. */
  61302. intensity: number;
  61303. /**
  61304. * If the grain should be randomized on every frame
  61305. */
  61306. animated: boolean;
  61307. /**
  61308. * Creates a new instance of @see GrainPostProcess
  61309. * @param name The name of the effect.
  61310. * @param options The required width/height ratio to downsize to before computing the render pass.
  61311. * @param camera The camera to apply the render pass to.
  61312. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61313. * @param engine The engine which the post process will be applied. (default: current engine)
  61314. * @param reusable If the post process can be reused on the same frame. (default: false)
  61315. * @param textureType Type of textures used when performing the post process. (default: 0)
  61316. * @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)
  61317. */
  61318. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61319. }
  61320. }
  61321. declare module "babylonjs/Shaders/highlights.fragment" {
  61322. /** @hidden */
  61323. export var highlightsPixelShader: {
  61324. name: string;
  61325. shader: string;
  61326. };
  61327. }
  61328. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61329. import { Nullable } from "babylonjs/types";
  61330. import { Camera } from "babylonjs/Cameras/camera";
  61331. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61332. import { Engine } from "babylonjs/Engines/engine";
  61333. import "babylonjs/Shaders/highlights.fragment";
  61334. /**
  61335. * Extracts highlights from the image
  61336. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61337. */
  61338. export class HighlightsPostProcess extends PostProcess {
  61339. /**
  61340. * Extracts highlights from the image
  61341. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61342. * @param name The name of the effect.
  61343. * @param options The required width/height ratio to downsize to before computing the render pass.
  61344. * @param camera The camera to apply the render pass to.
  61345. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61346. * @param engine The engine which the post process will be applied. (default: current engine)
  61347. * @param reusable If the post process can be reused on the same frame. (default: false)
  61348. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61349. */
  61350. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61351. }
  61352. }
  61353. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61354. /** @hidden */
  61355. export var mrtFragmentDeclaration: {
  61356. name: string;
  61357. shader: string;
  61358. };
  61359. }
  61360. declare module "babylonjs/Shaders/geometry.fragment" {
  61361. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61362. /** @hidden */
  61363. export var geometryPixelShader: {
  61364. name: string;
  61365. shader: string;
  61366. };
  61367. }
  61368. declare module "babylonjs/Shaders/geometry.vertex" {
  61369. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61370. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61371. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61372. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61373. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61374. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61375. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61376. /** @hidden */
  61377. export var geometryVertexShader: {
  61378. name: string;
  61379. shader: string;
  61380. };
  61381. }
  61382. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61383. import { Matrix } from "babylonjs/Maths/math.vector";
  61384. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61385. import { Mesh } from "babylonjs/Meshes/mesh";
  61386. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61387. import { Effect } from "babylonjs/Materials/effect";
  61388. import { Scene } from "babylonjs/scene";
  61389. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61390. import "babylonjs/Shaders/geometry.fragment";
  61391. import "babylonjs/Shaders/geometry.vertex";
  61392. /** @hidden */
  61393. interface ISavedTransformationMatrix {
  61394. world: Matrix;
  61395. viewProjection: Matrix;
  61396. }
  61397. /**
  61398. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61399. */
  61400. export class GeometryBufferRenderer {
  61401. /**
  61402. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61403. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61404. */
  61405. static readonly POSITION_TEXTURE_TYPE: number;
  61406. /**
  61407. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61408. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61409. */
  61410. static readonly VELOCITY_TEXTURE_TYPE: number;
  61411. /**
  61412. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61413. * in order to compute objects velocities when enableVelocity is set to "true"
  61414. * @hidden
  61415. */
  61416. _previousTransformationMatrices: {
  61417. [index: number]: ISavedTransformationMatrix;
  61418. };
  61419. /**
  61420. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61421. * in order to compute objects velocities when enableVelocity is set to "true"
  61422. * @hidden
  61423. */
  61424. _previousBonesTransformationMatrices: {
  61425. [index: number]: Float32Array;
  61426. };
  61427. /**
  61428. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61429. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61430. */
  61431. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61432. private _scene;
  61433. private _multiRenderTarget;
  61434. private _ratio;
  61435. private _enablePosition;
  61436. private _enableVelocity;
  61437. private _positionIndex;
  61438. private _velocityIndex;
  61439. protected _effect: Effect;
  61440. protected _cachedDefines: string;
  61441. /**
  61442. * Set the render list (meshes to be rendered) used in the G buffer.
  61443. */
  61444. renderList: Mesh[];
  61445. /**
  61446. * Gets wether or not G buffer are supported by the running hardware.
  61447. * This requires draw buffer supports
  61448. */
  61449. readonly isSupported: boolean;
  61450. /**
  61451. * Returns the index of the given texture type in the G-Buffer textures array
  61452. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61453. * @returns the index of the given texture type in the G-Buffer textures array
  61454. */
  61455. getTextureIndex(textureType: number): number;
  61456. /**
  61457. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61458. */
  61459. /**
  61460. * Sets whether or not objects positions are enabled for the G buffer.
  61461. */
  61462. enablePosition: boolean;
  61463. /**
  61464. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61465. */
  61466. /**
  61467. * Sets wether or not objects velocities are enabled for the G buffer.
  61468. */
  61469. enableVelocity: boolean;
  61470. /**
  61471. * Gets the scene associated with the buffer.
  61472. */
  61473. readonly scene: Scene;
  61474. /**
  61475. * Gets the ratio used by the buffer during its creation.
  61476. * How big is the buffer related to the main canvas.
  61477. */
  61478. readonly ratio: number;
  61479. /** @hidden */
  61480. static _SceneComponentInitialization: (scene: Scene) => void;
  61481. /**
  61482. * Creates a new G Buffer for the scene
  61483. * @param scene The scene the buffer belongs to
  61484. * @param ratio How big is the buffer related to the main canvas.
  61485. */
  61486. constructor(scene: Scene, ratio?: number);
  61487. /**
  61488. * Checks wether everything is ready to render a submesh to the G buffer.
  61489. * @param subMesh the submesh to check readiness for
  61490. * @param useInstances is the mesh drawn using instance or not
  61491. * @returns true if ready otherwise false
  61492. */
  61493. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61494. /**
  61495. * Gets the current underlying G Buffer.
  61496. * @returns the buffer
  61497. */
  61498. getGBuffer(): MultiRenderTarget;
  61499. /**
  61500. * Gets the number of samples used to render the buffer (anti aliasing).
  61501. */
  61502. /**
  61503. * Sets the number of samples used to render the buffer (anti aliasing).
  61504. */
  61505. samples: number;
  61506. /**
  61507. * Disposes the renderer and frees up associated resources.
  61508. */
  61509. dispose(): void;
  61510. protected _createRenderTargets(): void;
  61511. private _copyBonesTransformationMatrices;
  61512. }
  61513. }
  61514. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61515. import { Nullable } from "babylonjs/types";
  61516. import { Scene } from "babylonjs/scene";
  61517. import { ISceneComponent } from "babylonjs/sceneComponent";
  61518. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61519. module "babylonjs/scene" {
  61520. interface Scene {
  61521. /** @hidden (Backing field) */
  61522. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61523. /**
  61524. * Gets or Sets the current geometry buffer associated to the scene.
  61525. */
  61526. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61527. /**
  61528. * Enables a GeometryBufferRender and associates it with the scene
  61529. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61530. * @returns the GeometryBufferRenderer
  61531. */
  61532. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61533. /**
  61534. * Disables the GeometryBufferRender associated with the scene
  61535. */
  61536. disableGeometryBufferRenderer(): void;
  61537. }
  61538. }
  61539. /**
  61540. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61541. * in several rendering techniques.
  61542. */
  61543. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61544. /**
  61545. * The component name helpful to identify the component in the list of scene components.
  61546. */
  61547. readonly name: string;
  61548. /**
  61549. * The scene the component belongs to.
  61550. */
  61551. scene: Scene;
  61552. /**
  61553. * Creates a new instance of the component for the given scene
  61554. * @param scene Defines the scene to register the component in
  61555. */
  61556. constructor(scene: Scene);
  61557. /**
  61558. * Registers the component in a given scene
  61559. */
  61560. register(): void;
  61561. /**
  61562. * Rebuilds the elements related to this component in case of
  61563. * context lost for instance.
  61564. */
  61565. rebuild(): void;
  61566. /**
  61567. * Disposes the component and the associated ressources
  61568. */
  61569. dispose(): void;
  61570. private _gatherRenderTargets;
  61571. }
  61572. }
  61573. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61574. /** @hidden */
  61575. export var motionBlurPixelShader: {
  61576. name: string;
  61577. shader: string;
  61578. };
  61579. }
  61580. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61581. import { Nullable } from "babylonjs/types";
  61582. import { Camera } from "babylonjs/Cameras/camera";
  61583. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61584. import { Scene } from "babylonjs/scene";
  61585. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61586. import "babylonjs/Animations/animatable";
  61587. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61588. import "babylonjs/Shaders/motionBlur.fragment";
  61589. import { Engine } from "babylonjs/Engines/engine";
  61590. /**
  61591. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61592. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61593. * As an example, all you have to do is to create the post-process:
  61594. * var mb = new BABYLON.MotionBlurPostProcess(
  61595. * 'mb', // The name of the effect.
  61596. * scene, // The scene containing the objects to blur according to their velocity.
  61597. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61598. * camera // The camera to apply the render pass to.
  61599. * );
  61600. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61601. */
  61602. export class MotionBlurPostProcess extends PostProcess {
  61603. /**
  61604. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61605. */
  61606. motionStrength: number;
  61607. /**
  61608. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61609. */
  61610. /**
  61611. * Sets the number of iterations to be used for motion blur quality
  61612. */
  61613. motionBlurSamples: number;
  61614. private _motionBlurSamples;
  61615. private _geometryBufferRenderer;
  61616. /**
  61617. * Creates a new instance MotionBlurPostProcess
  61618. * @param name The name of the effect.
  61619. * @param scene The scene containing the objects to blur according to their velocity.
  61620. * @param options The required width/height ratio to downsize to before computing the render pass.
  61621. * @param camera The camera to apply the render pass to.
  61622. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61623. * @param engine The engine which the post process will be applied. (default: current engine)
  61624. * @param reusable If the post process can be reused on the same frame. (default: false)
  61625. * @param textureType Type of textures used when performing the post process. (default: 0)
  61626. * @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)
  61627. */
  61628. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61629. /**
  61630. * Excludes the given skinned mesh from computing bones velocities.
  61631. * 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.
  61632. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61633. */
  61634. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61635. /**
  61636. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61637. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61638. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61639. */
  61640. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61641. /**
  61642. * Disposes the post process.
  61643. * @param camera The camera to dispose the post process on.
  61644. */
  61645. dispose(camera?: Camera): void;
  61646. }
  61647. }
  61648. declare module "babylonjs/Shaders/refraction.fragment" {
  61649. /** @hidden */
  61650. export var refractionPixelShader: {
  61651. name: string;
  61652. shader: string;
  61653. };
  61654. }
  61655. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61656. import { Color3 } from "babylonjs/Maths/math.color";
  61657. import { Camera } from "babylonjs/Cameras/camera";
  61658. import { Texture } from "babylonjs/Materials/Textures/texture";
  61659. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61660. import { Engine } from "babylonjs/Engines/engine";
  61661. import "babylonjs/Shaders/refraction.fragment";
  61662. /**
  61663. * Post process which applies a refractin texture
  61664. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61665. */
  61666. export class RefractionPostProcess extends PostProcess {
  61667. /** the base color of the refraction (used to taint the rendering) */
  61668. color: Color3;
  61669. /** simulated refraction depth */
  61670. depth: number;
  61671. /** the coefficient of the base color (0 to remove base color tainting) */
  61672. colorLevel: number;
  61673. private _refTexture;
  61674. private _ownRefractionTexture;
  61675. /**
  61676. * Gets or sets the refraction texture
  61677. * Please note that you are responsible for disposing the texture if you set it manually
  61678. */
  61679. refractionTexture: Texture;
  61680. /**
  61681. * Initializes the RefractionPostProcess
  61682. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61683. * @param name The name of the effect.
  61684. * @param refractionTextureUrl Url of the refraction texture to use
  61685. * @param color the base color of the refraction (used to taint the rendering)
  61686. * @param depth simulated refraction depth
  61687. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61688. * @param camera The camera to apply the render pass to.
  61689. * @param options The required width/height ratio to downsize to before computing the render pass.
  61690. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61691. * @param engine The engine which the post process will be applied. (default: current engine)
  61692. * @param reusable If the post process can be reused on the same frame. (default: false)
  61693. */
  61694. constructor(name: string, refractionTextureUrl: string,
  61695. /** the base color of the refraction (used to taint the rendering) */
  61696. color: Color3,
  61697. /** simulated refraction depth */
  61698. depth: number,
  61699. /** the coefficient of the base color (0 to remove base color tainting) */
  61700. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61701. /**
  61702. * Disposes of the post process
  61703. * @param camera Camera to dispose post process on
  61704. */
  61705. dispose(camera: Camera): void;
  61706. }
  61707. }
  61708. declare module "babylonjs/Shaders/sharpen.fragment" {
  61709. /** @hidden */
  61710. export var sharpenPixelShader: {
  61711. name: string;
  61712. shader: string;
  61713. };
  61714. }
  61715. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61716. import { Nullable } from "babylonjs/types";
  61717. import { Camera } from "babylonjs/Cameras/camera";
  61718. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61719. import "babylonjs/Shaders/sharpen.fragment";
  61720. import { Engine } from "babylonjs/Engines/engine";
  61721. /**
  61722. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61723. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61724. */
  61725. export class SharpenPostProcess extends PostProcess {
  61726. /**
  61727. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61728. */
  61729. colorAmount: number;
  61730. /**
  61731. * How much sharpness should be applied (default: 0.3)
  61732. */
  61733. edgeAmount: number;
  61734. /**
  61735. * Creates a new instance ConvolutionPostProcess
  61736. * @param name The name of the effect.
  61737. * @param options The required width/height ratio to downsize to before computing the render pass.
  61738. * @param camera The camera to apply the render pass to.
  61739. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61740. * @param engine The engine which the post process will be applied. (default: current engine)
  61741. * @param reusable If the post process can be reused on the same frame. (default: false)
  61742. * @param textureType Type of textures used when performing the post process. (default: 0)
  61743. * @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)
  61744. */
  61745. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61746. }
  61747. }
  61748. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61749. import { Nullable } from "babylonjs/types";
  61750. import { Camera } from "babylonjs/Cameras/camera";
  61751. import { Engine } from "babylonjs/Engines/engine";
  61752. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61753. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61754. /**
  61755. * PostProcessRenderPipeline
  61756. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61757. */
  61758. export class PostProcessRenderPipeline {
  61759. private engine;
  61760. private _renderEffects;
  61761. private _renderEffectsForIsolatedPass;
  61762. /**
  61763. * List of inspectable custom properties (used by the Inspector)
  61764. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61765. */
  61766. inspectableCustomProperties: IInspectable[];
  61767. /**
  61768. * @hidden
  61769. */
  61770. protected _cameras: Camera[];
  61771. /** @hidden */
  61772. _name: string;
  61773. /**
  61774. * Gets pipeline name
  61775. */
  61776. readonly name: string;
  61777. /**
  61778. * Initializes a PostProcessRenderPipeline
  61779. * @param engine engine to add the pipeline to
  61780. * @param name name of the pipeline
  61781. */
  61782. constructor(engine: Engine, name: string);
  61783. /**
  61784. * Gets the class name
  61785. * @returns "PostProcessRenderPipeline"
  61786. */
  61787. getClassName(): string;
  61788. /**
  61789. * If all the render effects in the pipeline are supported
  61790. */
  61791. readonly isSupported: boolean;
  61792. /**
  61793. * Adds an effect to the pipeline
  61794. * @param renderEffect the effect to add
  61795. */
  61796. addEffect(renderEffect: PostProcessRenderEffect): void;
  61797. /** @hidden */
  61798. _rebuild(): void;
  61799. /** @hidden */
  61800. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61801. /** @hidden */
  61802. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61803. /** @hidden */
  61804. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61805. /** @hidden */
  61806. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61807. /** @hidden */
  61808. _attachCameras(cameras: Camera, unique: boolean): void;
  61809. /** @hidden */
  61810. _attachCameras(cameras: Camera[], unique: boolean): void;
  61811. /** @hidden */
  61812. _detachCameras(cameras: Camera): void;
  61813. /** @hidden */
  61814. _detachCameras(cameras: Nullable<Camera[]>): void;
  61815. /** @hidden */
  61816. _update(): void;
  61817. /** @hidden */
  61818. _reset(): void;
  61819. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61820. /**
  61821. * Disposes of the pipeline
  61822. */
  61823. dispose(): void;
  61824. }
  61825. }
  61826. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61827. import { Camera } from "babylonjs/Cameras/camera";
  61828. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61829. /**
  61830. * PostProcessRenderPipelineManager class
  61831. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61832. */
  61833. export class PostProcessRenderPipelineManager {
  61834. private _renderPipelines;
  61835. /**
  61836. * Initializes a PostProcessRenderPipelineManager
  61837. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61838. */
  61839. constructor();
  61840. /**
  61841. * Gets the list of supported render pipelines
  61842. */
  61843. readonly supportedPipelines: PostProcessRenderPipeline[];
  61844. /**
  61845. * Adds a pipeline to the manager
  61846. * @param renderPipeline The pipeline to add
  61847. */
  61848. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61849. /**
  61850. * Attaches a camera to the pipeline
  61851. * @param renderPipelineName The name of the pipeline to attach to
  61852. * @param cameras the camera to attach
  61853. * @param unique if the camera can be attached multiple times to the pipeline
  61854. */
  61855. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61856. /**
  61857. * Detaches a camera from the pipeline
  61858. * @param renderPipelineName The name of the pipeline to detach from
  61859. * @param cameras the camera to detach
  61860. */
  61861. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61862. /**
  61863. * Enables an effect by name on a pipeline
  61864. * @param renderPipelineName the name of the pipeline to enable the effect in
  61865. * @param renderEffectName the name of the effect to enable
  61866. * @param cameras the cameras that the effect should be enabled on
  61867. */
  61868. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61869. /**
  61870. * Disables an effect by name on a pipeline
  61871. * @param renderPipelineName the name of the pipeline to disable the effect in
  61872. * @param renderEffectName the name of the effect to disable
  61873. * @param cameras the cameras that the effect should be disabled on
  61874. */
  61875. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61876. /**
  61877. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61878. */
  61879. update(): void;
  61880. /** @hidden */
  61881. _rebuild(): void;
  61882. /**
  61883. * Disposes of the manager and pipelines
  61884. */
  61885. dispose(): void;
  61886. }
  61887. }
  61888. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61889. import { ISceneComponent } from "babylonjs/sceneComponent";
  61890. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61891. import { Scene } from "babylonjs/scene";
  61892. module "babylonjs/scene" {
  61893. interface Scene {
  61894. /** @hidden (Backing field) */
  61895. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61896. /**
  61897. * Gets the postprocess render pipeline manager
  61898. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61899. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61900. */
  61901. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61902. }
  61903. }
  61904. /**
  61905. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61906. */
  61907. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61908. /**
  61909. * The component name helpfull to identify the component in the list of scene components.
  61910. */
  61911. readonly name: string;
  61912. /**
  61913. * The scene the component belongs to.
  61914. */
  61915. scene: Scene;
  61916. /**
  61917. * Creates a new instance of the component for the given scene
  61918. * @param scene Defines the scene to register the component in
  61919. */
  61920. constructor(scene: Scene);
  61921. /**
  61922. * Registers the component in a given scene
  61923. */
  61924. register(): void;
  61925. /**
  61926. * Rebuilds the elements related to this component in case of
  61927. * context lost for instance.
  61928. */
  61929. rebuild(): void;
  61930. /**
  61931. * Disposes the component and the associated ressources
  61932. */
  61933. dispose(): void;
  61934. private _gatherRenderTargets;
  61935. }
  61936. }
  61937. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61938. import { Nullable } from "babylonjs/types";
  61939. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61940. import { Camera } from "babylonjs/Cameras/camera";
  61941. import { IDisposable } from "babylonjs/scene";
  61942. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61943. import { Scene } from "babylonjs/scene";
  61944. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61945. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61946. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61947. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61948. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61949. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61950. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61951. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61952. import { Animation } from "babylonjs/Animations/animation";
  61953. /**
  61954. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61955. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61956. */
  61957. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61958. private _scene;
  61959. private _camerasToBeAttached;
  61960. /**
  61961. * ID of the sharpen post process,
  61962. */
  61963. private readonly SharpenPostProcessId;
  61964. /**
  61965. * @ignore
  61966. * ID of the image processing post process;
  61967. */
  61968. readonly ImageProcessingPostProcessId: string;
  61969. /**
  61970. * @ignore
  61971. * ID of the Fast Approximate Anti-Aliasing post process;
  61972. */
  61973. readonly FxaaPostProcessId: string;
  61974. /**
  61975. * ID of the chromatic aberration post process,
  61976. */
  61977. private readonly ChromaticAberrationPostProcessId;
  61978. /**
  61979. * ID of the grain post process
  61980. */
  61981. private readonly GrainPostProcessId;
  61982. /**
  61983. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61984. */
  61985. sharpen: SharpenPostProcess;
  61986. private _sharpenEffect;
  61987. private bloom;
  61988. /**
  61989. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61990. */
  61991. depthOfField: DepthOfFieldEffect;
  61992. /**
  61993. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61994. */
  61995. fxaa: FxaaPostProcess;
  61996. /**
  61997. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61998. */
  61999. imageProcessing: ImageProcessingPostProcess;
  62000. /**
  62001. * Chromatic aberration post process which will shift rgb colors in the image
  62002. */
  62003. chromaticAberration: ChromaticAberrationPostProcess;
  62004. private _chromaticAberrationEffect;
  62005. /**
  62006. * Grain post process which add noise to the image
  62007. */
  62008. grain: GrainPostProcess;
  62009. private _grainEffect;
  62010. /**
  62011. * Glow post process which adds a glow to emissive areas of the image
  62012. */
  62013. private _glowLayer;
  62014. /**
  62015. * Animations which can be used to tweak settings over a period of time
  62016. */
  62017. animations: Animation[];
  62018. private _imageProcessingConfigurationObserver;
  62019. private _sharpenEnabled;
  62020. private _bloomEnabled;
  62021. private _depthOfFieldEnabled;
  62022. private _depthOfFieldBlurLevel;
  62023. private _fxaaEnabled;
  62024. private _imageProcessingEnabled;
  62025. private _defaultPipelineTextureType;
  62026. private _bloomScale;
  62027. private _chromaticAberrationEnabled;
  62028. private _grainEnabled;
  62029. private _buildAllowed;
  62030. /**
  62031. * Gets active scene
  62032. */
  62033. readonly scene: Scene;
  62034. /**
  62035. * Enable or disable the sharpen process from the pipeline
  62036. */
  62037. sharpenEnabled: boolean;
  62038. private _resizeObserver;
  62039. private _hardwareScaleLevel;
  62040. private _bloomKernel;
  62041. /**
  62042. * Specifies the size of the bloom blur kernel, relative to the final output size
  62043. */
  62044. bloomKernel: number;
  62045. /**
  62046. * Specifies the weight of the bloom in the final rendering
  62047. */
  62048. private _bloomWeight;
  62049. /**
  62050. * Specifies the luma threshold for the area that will be blurred by the bloom
  62051. */
  62052. private _bloomThreshold;
  62053. private _hdr;
  62054. /**
  62055. * The strength of the bloom.
  62056. */
  62057. bloomWeight: number;
  62058. /**
  62059. * The strength of the bloom.
  62060. */
  62061. bloomThreshold: number;
  62062. /**
  62063. * The scale of the bloom, lower value will provide better performance.
  62064. */
  62065. bloomScale: number;
  62066. /**
  62067. * Enable or disable the bloom from the pipeline
  62068. */
  62069. bloomEnabled: boolean;
  62070. private _rebuildBloom;
  62071. /**
  62072. * If the depth of field is enabled.
  62073. */
  62074. depthOfFieldEnabled: boolean;
  62075. /**
  62076. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62077. */
  62078. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62079. /**
  62080. * If the anti aliasing is enabled.
  62081. */
  62082. fxaaEnabled: boolean;
  62083. private _samples;
  62084. /**
  62085. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62086. */
  62087. samples: number;
  62088. /**
  62089. * If image processing is enabled.
  62090. */
  62091. imageProcessingEnabled: boolean;
  62092. /**
  62093. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62094. */
  62095. glowLayerEnabled: boolean;
  62096. /**
  62097. * Gets the glow layer (or null if not defined)
  62098. */
  62099. readonly glowLayer: Nullable<GlowLayer>;
  62100. /**
  62101. * Enable or disable the chromaticAberration process from the pipeline
  62102. */
  62103. chromaticAberrationEnabled: boolean;
  62104. /**
  62105. * Enable or disable the grain process from the pipeline
  62106. */
  62107. grainEnabled: boolean;
  62108. /**
  62109. * @constructor
  62110. * @param name - The rendering pipeline name (default: "")
  62111. * @param hdr - If high dynamic range textures should be used (default: true)
  62112. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62113. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62114. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62115. */
  62116. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62117. /**
  62118. * Get the class name
  62119. * @returns "DefaultRenderingPipeline"
  62120. */
  62121. getClassName(): string;
  62122. /**
  62123. * Force the compilation of the entire pipeline.
  62124. */
  62125. prepare(): void;
  62126. private _hasCleared;
  62127. private _prevPostProcess;
  62128. private _prevPrevPostProcess;
  62129. private _setAutoClearAndTextureSharing;
  62130. private _depthOfFieldSceneObserver;
  62131. private _buildPipeline;
  62132. private _disposePostProcesses;
  62133. /**
  62134. * Adds a camera to the pipeline
  62135. * @param camera the camera to be added
  62136. */
  62137. addCamera(camera: Camera): void;
  62138. /**
  62139. * Removes a camera from the pipeline
  62140. * @param camera the camera to remove
  62141. */
  62142. removeCamera(camera: Camera): void;
  62143. /**
  62144. * Dispose of the pipeline and stop all post processes
  62145. */
  62146. dispose(): void;
  62147. /**
  62148. * Serialize the rendering pipeline (Used when exporting)
  62149. * @returns the serialized object
  62150. */
  62151. serialize(): any;
  62152. /**
  62153. * Parse the serialized pipeline
  62154. * @param source Source pipeline.
  62155. * @param scene The scene to load the pipeline to.
  62156. * @param rootUrl The URL of the serialized pipeline.
  62157. * @returns An instantiated pipeline from the serialized object.
  62158. */
  62159. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62160. }
  62161. }
  62162. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62163. /** @hidden */
  62164. export var lensHighlightsPixelShader: {
  62165. name: string;
  62166. shader: string;
  62167. };
  62168. }
  62169. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62170. /** @hidden */
  62171. export var depthOfFieldPixelShader: {
  62172. name: string;
  62173. shader: string;
  62174. };
  62175. }
  62176. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62177. import { Camera } from "babylonjs/Cameras/camera";
  62178. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62179. import { Scene } from "babylonjs/scene";
  62180. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62181. import "babylonjs/Shaders/chromaticAberration.fragment";
  62182. import "babylonjs/Shaders/lensHighlights.fragment";
  62183. import "babylonjs/Shaders/depthOfField.fragment";
  62184. /**
  62185. * BABYLON.JS Chromatic Aberration GLSL Shader
  62186. * Author: Olivier Guyot
  62187. * Separates very slightly R, G and B colors on the edges of the screen
  62188. * Inspired by Francois Tarlier & Martins Upitis
  62189. */
  62190. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62191. /**
  62192. * @ignore
  62193. * The chromatic aberration PostProcess id in the pipeline
  62194. */
  62195. LensChromaticAberrationEffect: string;
  62196. /**
  62197. * @ignore
  62198. * The highlights enhancing PostProcess id in the pipeline
  62199. */
  62200. HighlightsEnhancingEffect: string;
  62201. /**
  62202. * @ignore
  62203. * The depth-of-field PostProcess id in the pipeline
  62204. */
  62205. LensDepthOfFieldEffect: string;
  62206. private _scene;
  62207. private _depthTexture;
  62208. private _grainTexture;
  62209. private _chromaticAberrationPostProcess;
  62210. private _highlightsPostProcess;
  62211. private _depthOfFieldPostProcess;
  62212. private _edgeBlur;
  62213. private _grainAmount;
  62214. private _chromaticAberration;
  62215. private _distortion;
  62216. private _highlightsGain;
  62217. private _highlightsThreshold;
  62218. private _dofDistance;
  62219. private _dofAperture;
  62220. private _dofDarken;
  62221. private _dofPentagon;
  62222. private _blurNoise;
  62223. /**
  62224. * @constructor
  62225. *
  62226. * Effect parameters are as follow:
  62227. * {
  62228. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62229. * edge_blur: number; // from 0 to x (1 for realism)
  62230. * distortion: number; // from 0 to x (1 for realism)
  62231. * grain_amount: number; // from 0 to 1
  62232. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62233. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62234. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62235. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62236. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62237. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62238. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62239. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62240. * }
  62241. * Note: if an effect parameter is unset, effect is disabled
  62242. *
  62243. * @param name The rendering pipeline name
  62244. * @param parameters - An object containing all parameters (see above)
  62245. * @param scene The scene linked to this pipeline
  62246. * @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)
  62247. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62248. */
  62249. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62250. /**
  62251. * Get the class name
  62252. * @returns "LensRenderingPipeline"
  62253. */
  62254. getClassName(): string;
  62255. /**
  62256. * Gets associated scene
  62257. */
  62258. readonly scene: Scene;
  62259. /**
  62260. * Gets or sets the edge blur
  62261. */
  62262. edgeBlur: number;
  62263. /**
  62264. * Gets or sets the grain amount
  62265. */
  62266. grainAmount: number;
  62267. /**
  62268. * Gets or sets the chromatic aberration amount
  62269. */
  62270. chromaticAberration: number;
  62271. /**
  62272. * Gets or sets the depth of field aperture
  62273. */
  62274. dofAperture: number;
  62275. /**
  62276. * Gets or sets the edge distortion
  62277. */
  62278. edgeDistortion: number;
  62279. /**
  62280. * Gets or sets the depth of field distortion
  62281. */
  62282. dofDistortion: number;
  62283. /**
  62284. * Gets or sets the darken out of focus amount
  62285. */
  62286. darkenOutOfFocus: number;
  62287. /**
  62288. * Gets or sets a boolean indicating if blur noise is enabled
  62289. */
  62290. blurNoise: boolean;
  62291. /**
  62292. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62293. */
  62294. pentagonBokeh: boolean;
  62295. /**
  62296. * Gets or sets the highlight grain amount
  62297. */
  62298. highlightsGain: number;
  62299. /**
  62300. * Gets or sets the highlight threshold
  62301. */
  62302. highlightsThreshold: number;
  62303. /**
  62304. * Sets the amount of blur at the edges
  62305. * @param amount blur amount
  62306. */
  62307. setEdgeBlur(amount: number): void;
  62308. /**
  62309. * Sets edge blur to 0
  62310. */
  62311. disableEdgeBlur(): void;
  62312. /**
  62313. * Sets the amout of grain
  62314. * @param amount Amount of grain
  62315. */
  62316. setGrainAmount(amount: number): void;
  62317. /**
  62318. * Set grain amount to 0
  62319. */
  62320. disableGrain(): void;
  62321. /**
  62322. * Sets the chromatic aberration amount
  62323. * @param amount amount of chromatic aberration
  62324. */
  62325. setChromaticAberration(amount: number): void;
  62326. /**
  62327. * Sets chromatic aberration amount to 0
  62328. */
  62329. disableChromaticAberration(): void;
  62330. /**
  62331. * Sets the EdgeDistortion amount
  62332. * @param amount amount of EdgeDistortion
  62333. */
  62334. setEdgeDistortion(amount: number): void;
  62335. /**
  62336. * Sets edge distortion to 0
  62337. */
  62338. disableEdgeDistortion(): void;
  62339. /**
  62340. * Sets the FocusDistance amount
  62341. * @param amount amount of FocusDistance
  62342. */
  62343. setFocusDistance(amount: number): void;
  62344. /**
  62345. * Disables depth of field
  62346. */
  62347. disableDepthOfField(): void;
  62348. /**
  62349. * Sets the Aperture amount
  62350. * @param amount amount of Aperture
  62351. */
  62352. setAperture(amount: number): void;
  62353. /**
  62354. * Sets the DarkenOutOfFocus amount
  62355. * @param amount amount of DarkenOutOfFocus
  62356. */
  62357. setDarkenOutOfFocus(amount: number): void;
  62358. private _pentagonBokehIsEnabled;
  62359. /**
  62360. * Creates a pentagon bokeh effect
  62361. */
  62362. enablePentagonBokeh(): void;
  62363. /**
  62364. * Disables the pentagon bokeh effect
  62365. */
  62366. disablePentagonBokeh(): void;
  62367. /**
  62368. * Enables noise blur
  62369. */
  62370. enableNoiseBlur(): void;
  62371. /**
  62372. * Disables noise blur
  62373. */
  62374. disableNoiseBlur(): void;
  62375. /**
  62376. * Sets the HighlightsGain amount
  62377. * @param amount amount of HighlightsGain
  62378. */
  62379. setHighlightsGain(amount: number): void;
  62380. /**
  62381. * Sets the HighlightsThreshold amount
  62382. * @param amount amount of HighlightsThreshold
  62383. */
  62384. setHighlightsThreshold(amount: number): void;
  62385. /**
  62386. * Disables highlights
  62387. */
  62388. disableHighlights(): void;
  62389. /**
  62390. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62391. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62392. */
  62393. dispose(disableDepthRender?: boolean): void;
  62394. private _createChromaticAberrationPostProcess;
  62395. private _createHighlightsPostProcess;
  62396. private _createDepthOfFieldPostProcess;
  62397. private _createGrainTexture;
  62398. }
  62399. }
  62400. declare module "babylonjs/Shaders/ssao2.fragment" {
  62401. /** @hidden */
  62402. export var ssao2PixelShader: {
  62403. name: string;
  62404. shader: string;
  62405. };
  62406. }
  62407. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62408. /** @hidden */
  62409. export var ssaoCombinePixelShader: {
  62410. name: string;
  62411. shader: string;
  62412. };
  62413. }
  62414. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62415. import { Camera } from "babylonjs/Cameras/camera";
  62416. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62417. import { Scene } from "babylonjs/scene";
  62418. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62419. import "babylonjs/Shaders/ssao2.fragment";
  62420. import "babylonjs/Shaders/ssaoCombine.fragment";
  62421. /**
  62422. * Render pipeline to produce ssao effect
  62423. */
  62424. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62425. /**
  62426. * @ignore
  62427. * The PassPostProcess id in the pipeline that contains the original scene color
  62428. */
  62429. SSAOOriginalSceneColorEffect: string;
  62430. /**
  62431. * @ignore
  62432. * The SSAO PostProcess id in the pipeline
  62433. */
  62434. SSAORenderEffect: string;
  62435. /**
  62436. * @ignore
  62437. * The horizontal blur PostProcess id in the pipeline
  62438. */
  62439. SSAOBlurHRenderEffect: string;
  62440. /**
  62441. * @ignore
  62442. * The vertical blur PostProcess id in the pipeline
  62443. */
  62444. SSAOBlurVRenderEffect: string;
  62445. /**
  62446. * @ignore
  62447. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62448. */
  62449. SSAOCombineRenderEffect: string;
  62450. /**
  62451. * The output strength of the SSAO post-process. Default value is 1.0.
  62452. */
  62453. totalStrength: number;
  62454. /**
  62455. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62456. */
  62457. maxZ: number;
  62458. /**
  62459. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62460. */
  62461. minZAspect: number;
  62462. private _samples;
  62463. /**
  62464. * Number of samples used for the SSAO calculations. Default value is 8
  62465. */
  62466. samples: number;
  62467. private _textureSamples;
  62468. /**
  62469. * Number of samples to use for antialiasing
  62470. */
  62471. textureSamples: number;
  62472. /**
  62473. * Ratio object used for SSAO ratio and blur ratio
  62474. */
  62475. private _ratio;
  62476. /**
  62477. * Dynamically generated sphere sampler.
  62478. */
  62479. private _sampleSphere;
  62480. /**
  62481. * Blur filter offsets
  62482. */
  62483. private _samplerOffsets;
  62484. private _expensiveBlur;
  62485. /**
  62486. * If bilateral blur should be used
  62487. */
  62488. expensiveBlur: boolean;
  62489. /**
  62490. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62491. */
  62492. radius: number;
  62493. /**
  62494. * The base color of the SSAO post-process
  62495. * The final result is "base + ssao" between [0, 1]
  62496. */
  62497. base: number;
  62498. /**
  62499. * Support test.
  62500. */
  62501. static readonly IsSupported: boolean;
  62502. private _scene;
  62503. private _depthTexture;
  62504. private _normalTexture;
  62505. private _randomTexture;
  62506. private _originalColorPostProcess;
  62507. private _ssaoPostProcess;
  62508. private _blurHPostProcess;
  62509. private _blurVPostProcess;
  62510. private _ssaoCombinePostProcess;
  62511. private _firstUpdate;
  62512. /**
  62513. * Gets active scene
  62514. */
  62515. readonly scene: Scene;
  62516. /**
  62517. * @constructor
  62518. * @param name The rendering pipeline name
  62519. * @param scene The scene linked to this pipeline
  62520. * @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 }
  62521. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62522. */
  62523. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62524. /**
  62525. * Get the class name
  62526. * @returns "SSAO2RenderingPipeline"
  62527. */
  62528. getClassName(): string;
  62529. /**
  62530. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62531. */
  62532. dispose(disableGeometryBufferRenderer?: boolean): void;
  62533. private _createBlurPostProcess;
  62534. /** @hidden */
  62535. _rebuild(): void;
  62536. private _bits;
  62537. private _radicalInverse_VdC;
  62538. private _hammersley;
  62539. private _hemisphereSample_uniform;
  62540. private _generateHemisphere;
  62541. private _createSSAOPostProcess;
  62542. private _createSSAOCombinePostProcess;
  62543. private _createRandomTexture;
  62544. /**
  62545. * Serialize the rendering pipeline (Used when exporting)
  62546. * @returns the serialized object
  62547. */
  62548. serialize(): any;
  62549. /**
  62550. * Parse the serialized pipeline
  62551. * @param source Source pipeline.
  62552. * @param scene The scene to load the pipeline to.
  62553. * @param rootUrl The URL of the serialized pipeline.
  62554. * @returns An instantiated pipeline from the serialized object.
  62555. */
  62556. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62557. }
  62558. }
  62559. declare module "babylonjs/Shaders/ssao.fragment" {
  62560. /** @hidden */
  62561. export var ssaoPixelShader: {
  62562. name: string;
  62563. shader: string;
  62564. };
  62565. }
  62566. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62567. import { Camera } from "babylonjs/Cameras/camera";
  62568. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62569. import { Scene } from "babylonjs/scene";
  62570. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62571. import "babylonjs/Shaders/ssao.fragment";
  62572. import "babylonjs/Shaders/ssaoCombine.fragment";
  62573. /**
  62574. * Render pipeline to produce ssao effect
  62575. */
  62576. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62577. /**
  62578. * @ignore
  62579. * The PassPostProcess id in the pipeline that contains the original scene color
  62580. */
  62581. SSAOOriginalSceneColorEffect: string;
  62582. /**
  62583. * @ignore
  62584. * The SSAO PostProcess id in the pipeline
  62585. */
  62586. SSAORenderEffect: string;
  62587. /**
  62588. * @ignore
  62589. * The horizontal blur PostProcess id in the pipeline
  62590. */
  62591. SSAOBlurHRenderEffect: string;
  62592. /**
  62593. * @ignore
  62594. * The vertical blur PostProcess id in the pipeline
  62595. */
  62596. SSAOBlurVRenderEffect: string;
  62597. /**
  62598. * @ignore
  62599. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62600. */
  62601. SSAOCombineRenderEffect: string;
  62602. /**
  62603. * The output strength of the SSAO post-process. Default value is 1.0.
  62604. */
  62605. totalStrength: number;
  62606. /**
  62607. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62608. */
  62609. radius: number;
  62610. /**
  62611. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62612. * Must not be equal to fallOff and superior to fallOff.
  62613. * Default value is 0.0075
  62614. */
  62615. area: number;
  62616. /**
  62617. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62618. * Must not be equal to area and inferior to area.
  62619. * Default value is 0.000001
  62620. */
  62621. fallOff: number;
  62622. /**
  62623. * The base color of the SSAO post-process
  62624. * The final result is "base + ssao" between [0, 1]
  62625. */
  62626. base: number;
  62627. private _scene;
  62628. private _depthTexture;
  62629. private _randomTexture;
  62630. private _originalColorPostProcess;
  62631. private _ssaoPostProcess;
  62632. private _blurHPostProcess;
  62633. private _blurVPostProcess;
  62634. private _ssaoCombinePostProcess;
  62635. private _firstUpdate;
  62636. /**
  62637. * Gets active scene
  62638. */
  62639. readonly scene: Scene;
  62640. /**
  62641. * @constructor
  62642. * @param name - The rendering pipeline name
  62643. * @param scene - The scene linked to this pipeline
  62644. * @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 }
  62645. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62646. */
  62647. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62648. /**
  62649. * Get the class name
  62650. * @returns "SSAORenderingPipeline"
  62651. */
  62652. getClassName(): string;
  62653. /**
  62654. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62655. */
  62656. dispose(disableDepthRender?: boolean): void;
  62657. private _createBlurPostProcess;
  62658. /** @hidden */
  62659. _rebuild(): void;
  62660. private _createSSAOPostProcess;
  62661. private _createSSAOCombinePostProcess;
  62662. private _createRandomTexture;
  62663. }
  62664. }
  62665. declare module "babylonjs/Shaders/standard.fragment" {
  62666. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62667. /** @hidden */
  62668. export var standardPixelShader: {
  62669. name: string;
  62670. shader: string;
  62671. };
  62672. }
  62673. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62674. import { Nullable } from "babylonjs/types";
  62675. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62676. import { Camera } from "babylonjs/Cameras/camera";
  62677. import { Texture } from "babylonjs/Materials/Textures/texture";
  62678. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62679. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62680. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62681. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62682. import { IDisposable } from "babylonjs/scene";
  62683. import { SpotLight } from "babylonjs/Lights/spotLight";
  62684. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62685. import { Scene } from "babylonjs/scene";
  62686. import { Animation } from "babylonjs/Animations/animation";
  62687. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62688. import "babylonjs/Shaders/standard.fragment";
  62689. /**
  62690. * Standard rendering pipeline
  62691. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62692. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62693. */
  62694. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62695. /**
  62696. * Public members
  62697. */
  62698. /**
  62699. * Post-process which contains the original scene color before the pipeline applies all the effects
  62700. */
  62701. originalPostProcess: Nullable<PostProcess>;
  62702. /**
  62703. * Post-process used to down scale an image x4
  62704. */
  62705. downSampleX4PostProcess: Nullable<PostProcess>;
  62706. /**
  62707. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62708. */
  62709. brightPassPostProcess: Nullable<PostProcess>;
  62710. /**
  62711. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62712. */
  62713. blurHPostProcesses: PostProcess[];
  62714. /**
  62715. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62716. */
  62717. blurVPostProcesses: PostProcess[];
  62718. /**
  62719. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62720. */
  62721. textureAdderPostProcess: Nullable<PostProcess>;
  62722. /**
  62723. * Post-process used to create volumetric lighting effect
  62724. */
  62725. volumetricLightPostProcess: Nullable<PostProcess>;
  62726. /**
  62727. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62728. */
  62729. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62730. /**
  62731. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62732. */
  62733. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62734. /**
  62735. * Post-process used to merge the volumetric light effect and the real scene color
  62736. */
  62737. volumetricLightMergePostProces: Nullable<PostProcess>;
  62738. /**
  62739. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62740. */
  62741. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62742. /**
  62743. * Base post-process used to calculate the average luminance of the final image for HDR
  62744. */
  62745. luminancePostProcess: Nullable<PostProcess>;
  62746. /**
  62747. * Post-processes used to create down sample post-processes in order to get
  62748. * the average luminance of the final image for HDR
  62749. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62750. */
  62751. luminanceDownSamplePostProcesses: PostProcess[];
  62752. /**
  62753. * Post-process used to create a HDR effect (light adaptation)
  62754. */
  62755. hdrPostProcess: Nullable<PostProcess>;
  62756. /**
  62757. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62758. */
  62759. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62760. /**
  62761. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62762. */
  62763. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62764. /**
  62765. * Post-process used to merge the final HDR post-process and the real scene color
  62766. */
  62767. hdrFinalPostProcess: Nullable<PostProcess>;
  62768. /**
  62769. * Post-process used to create a lens flare effect
  62770. */
  62771. lensFlarePostProcess: Nullable<PostProcess>;
  62772. /**
  62773. * Post-process that merges the result of the lens flare post-process and the real scene color
  62774. */
  62775. lensFlareComposePostProcess: Nullable<PostProcess>;
  62776. /**
  62777. * Post-process used to create a motion blur effect
  62778. */
  62779. motionBlurPostProcess: Nullable<PostProcess>;
  62780. /**
  62781. * Post-process used to create a depth of field effect
  62782. */
  62783. depthOfFieldPostProcess: Nullable<PostProcess>;
  62784. /**
  62785. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62786. */
  62787. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62788. /**
  62789. * Represents the brightness threshold in order to configure the illuminated surfaces
  62790. */
  62791. brightThreshold: number;
  62792. /**
  62793. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62794. */
  62795. blurWidth: number;
  62796. /**
  62797. * Sets if the blur for highlighted surfaces must be only horizontal
  62798. */
  62799. horizontalBlur: boolean;
  62800. /**
  62801. * Gets the overall exposure used by the pipeline
  62802. */
  62803. /**
  62804. * Sets the overall exposure used by the pipeline
  62805. */
  62806. exposure: number;
  62807. /**
  62808. * Texture used typically to simulate "dirty" on camera lens
  62809. */
  62810. lensTexture: Nullable<Texture>;
  62811. /**
  62812. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62813. */
  62814. volumetricLightCoefficient: number;
  62815. /**
  62816. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62817. */
  62818. volumetricLightPower: number;
  62819. /**
  62820. * Used the set the blur intensity to smooth the volumetric lights
  62821. */
  62822. volumetricLightBlurScale: number;
  62823. /**
  62824. * Light (spot or directional) used to generate the volumetric lights rays
  62825. * The source light must have a shadow generate so the pipeline can get its
  62826. * depth map
  62827. */
  62828. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62829. /**
  62830. * For eye adaptation, represents the minimum luminance the eye can see
  62831. */
  62832. hdrMinimumLuminance: number;
  62833. /**
  62834. * For eye adaptation, represents the decrease luminance speed
  62835. */
  62836. hdrDecreaseRate: number;
  62837. /**
  62838. * For eye adaptation, represents the increase luminance speed
  62839. */
  62840. hdrIncreaseRate: number;
  62841. /**
  62842. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62843. */
  62844. /**
  62845. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62846. */
  62847. hdrAutoExposure: boolean;
  62848. /**
  62849. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62850. */
  62851. lensColorTexture: Nullable<Texture>;
  62852. /**
  62853. * The overall strengh for the lens flare effect
  62854. */
  62855. lensFlareStrength: number;
  62856. /**
  62857. * Dispersion coefficient for lens flare ghosts
  62858. */
  62859. lensFlareGhostDispersal: number;
  62860. /**
  62861. * Main lens flare halo width
  62862. */
  62863. lensFlareHaloWidth: number;
  62864. /**
  62865. * Based on the lens distortion effect, defines how much the lens flare result
  62866. * is distorted
  62867. */
  62868. lensFlareDistortionStrength: number;
  62869. /**
  62870. * Configures the blur intensity used for for lens flare (halo)
  62871. */
  62872. lensFlareBlurWidth: number;
  62873. /**
  62874. * Lens star texture must be used to simulate rays on the flares and is available
  62875. * in the documentation
  62876. */
  62877. lensStarTexture: Nullable<Texture>;
  62878. /**
  62879. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62880. * flare effect by taking account of the dirt texture
  62881. */
  62882. lensFlareDirtTexture: Nullable<Texture>;
  62883. /**
  62884. * Represents the focal length for the depth of field effect
  62885. */
  62886. depthOfFieldDistance: number;
  62887. /**
  62888. * Represents the blur intensity for the blurred part of the depth of field effect
  62889. */
  62890. depthOfFieldBlurWidth: number;
  62891. /**
  62892. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62893. */
  62894. /**
  62895. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62896. */
  62897. motionStrength: number;
  62898. /**
  62899. * Gets wether or not the motion blur post-process is object based or screen based.
  62900. */
  62901. /**
  62902. * Sets wether or not the motion blur post-process should be object based or screen based
  62903. */
  62904. objectBasedMotionBlur: boolean;
  62905. /**
  62906. * List of animations for the pipeline (IAnimatable implementation)
  62907. */
  62908. animations: Animation[];
  62909. /**
  62910. * Private members
  62911. */
  62912. private _scene;
  62913. private _currentDepthOfFieldSource;
  62914. private _basePostProcess;
  62915. private _fixedExposure;
  62916. private _currentExposure;
  62917. private _hdrAutoExposure;
  62918. private _hdrCurrentLuminance;
  62919. private _motionStrength;
  62920. private _isObjectBasedMotionBlur;
  62921. private _floatTextureType;
  62922. private _camerasToBeAttached;
  62923. private _ratio;
  62924. private _bloomEnabled;
  62925. private _depthOfFieldEnabled;
  62926. private _vlsEnabled;
  62927. private _lensFlareEnabled;
  62928. private _hdrEnabled;
  62929. private _motionBlurEnabled;
  62930. private _fxaaEnabled;
  62931. private _motionBlurSamples;
  62932. private _volumetricLightStepsCount;
  62933. private _samples;
  62934. /**
  62935. * @ignore
  62936. * Specifies if the bloom pipeline is enabled
  62937. */
  62938. BloomEnabled: boolean;
  62939. /**
  62940. * @ignore
  62941. * Specifies if the depth of field pipeline is enabed
  62942. */
  62943. DepthOfFieldEnabled: boolean;
  62944. /**
  62945. * @ignore
  62946. * Specifies if the lens flare pipeline is enabed
  62947. */
  62948. LensFlareEnabled: boolean;
  62949. /**
  62950. * @ignore
  62951. * Specifies if the HDR pipeline is enabled
  62952. */
  62953. HDREnabled: boolean;
  62954. /**
  62955. * @ignore
  62956. * Specifies if the volumetric lights scattering effect is enabled
  62957. */
  62958. VLSEnabled: boolean;
  62959. /**
  62960. * @ignore
  62961. * Specifies if the motion blur effect is enabled
  62962. */
  62963. MotionBlurEnabled: boolean;
  62964. /**
  62965. * Specifies if anti-aliasing is enabled
  62966. */
  62967. fxaaEnabled: boolean;
  62968. /**
  62969. * Specifies the number of steps used to calculate the volumetric lights
  62970. * Typically in interval [50, 200]
  62971. */
  62972. volumetricLightStepsCount: number;
  62973. /**
  62974. * Specifies the number of samples used for the motion blur effect
  62975. * Typically in interval [16, 64]
  62976. */
  62977. motionBlurSamples: number;
  62978. /**
  62979. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62980. */
  62981. samples: number;
  62982. /**
  62983. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62984. * @constructor
  62985. * @param name The rendering pipeline name
  62986. * @param scene The scene linked to this pipeline
  62987. * @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)
  62988. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62989. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62990. */
  62991. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62992. private _buildPipeline;
  62993. private _createDownSampleX4PostProcess;
  62994. private _createBrightPassPostProcess;
  62995. private _createBlurPostProcesses;
  62996. private _createTextureAdderPostProcess;
  62997. private _createVolumetricLightPostProcess;
  62998. private _createLuminancePostProcesses;
  62999. private _createHdrPostProcess;
  63000. private _createLensFlarePostProcess;
  63001. private _createDepthOfFieldPostProcess;
  63002. private _createMotionBlurPostProcess;
  63003. private _getDepthTexture;
  63004. private _disposePostProcesses;
  63005. /**
  63006. * Dispose of the pipeline and stop all post processes
  63007. */
  63008. dispose(): void;
  63009. /**
  63010. * Serialize the rendering pipeline (Used when exporting)
  63011. * @returns the serialized object
  63012. */
  63013. serialize(): any;
  63014. /**
  63015. * Parse the serialized pipeline
  63016. * @param source Source pipeline.
  63017. * @param scene The scene to load the pipeline to.
  63018. * @param rootUrl The URL of the serialized pipeline.
  63019. * @returns An instantiated pipeline from the serialized object.
  63020. */
  63021. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63022. /**
  63023. * Luminance steps
  63024. */
  63025. static LuminanceSteps: number;
  63026. }
  63027. }
  63028. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63029. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63030. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63031. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63032. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63033. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63034. }
  63035. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63036. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63037. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63038. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63039. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63040. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63041. }
  63042. declare module "babylonjs/Shaders/tonemap.fragment" {
  63043. /** @hidden */
  63044. export var tonemapPixelShader: {
  63045. name: string;
  63046. shader: string;
  63047. };
  63048. }
  63049. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63050. import { Camera } from "babylonjs/Cameras/camera";
  63051. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63052. import "babylonjs/Shaders/tonemap.fragment";
  63053. import { Engine } from "babylonjs/Engines/engine";
  63054. /** Defines operator used for tonemapping */
  63055. export enum TonemappingOperator {
  63056. /** Hable */
  63057. Hable = 0,
  63058. /** Reinhard */
  63059. Reinhard = 1,
  63060. /** HejiDawson */
  63061. HejiDawson = 2,
  63062. /** Photographic */
  63063. Photographic = 3
  63064. }
  63065. /**
  63066. * Defines a post process to apply tone mapping
  63067. */
  63068. export class TonemapPostProcess extends PostProcess {
  63069. private _operator;
  63070. /** Defines the required exposure adjustement */
  63071. exposureAdjustment: number;
  63072. /**
  63073. * Creates a new TonemapPostProcess
  63074. * @param name defines the name of the postprocess
  63075. * @param _operator defines the operator to use
  63076. * @param exposureAdjustment defines the required exposure adjustement
  63077. * @param camera defines the camera to use (can be null)
  63078. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63079. * @param engine defines the hosting engine (can be ignore if camera is set)
  63080. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63081. */
  63082. constructor(name: string, _operator: TonemappingOperator,
  63083. /** Defines the required exposure adjustement */
  63084. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63085. }
  63086. }
  63087. declare module "babylonjs/Shaders/depth.vertex" {
  63088. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63089. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63090. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63091. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63092. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63093. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63094. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63095. /** @hidden */
  63096. export var depthVertexShader: {
  63097. name: string;
  63098. shader: string;
  63099. };
  63100. }
  63101. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63102. /** @hidden */
  63103. export var volumetricLightScatteringPixelShader: {
  63104. name: string;
  63105. shader: string;
  63106. };
  63107. }
  63108. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63109. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63110. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63111. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63112. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63113. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63114. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63115. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63116. /** @hidden */
  63117. export var volumetricLightScatteringPassVertexShader: {
  63118. name: string;
  63119. shader: string;
  63120. };
  63121. }
  63122. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63123. /** @hidden */
  63124. export var volumetricLightScatteringPassPixelShader: {
  63125. name: string;
  63126. shader: string;
  63127. };
  63128. }
  63129. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63130. import { Vector3 } from "babylonjs/Maths/math.vector";
  63131. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63132. import { Mesh } from "babylonjs/Meshes/mesh";
  63133. import { Camera } from "babylonjs/Cameras/camera";
  63134. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63135. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63136. import { Scene } from "babylonjs/scene";
  63137. import "babylonjs/Meshes/Builders/planeBuilder";
  63138. import "babylonjs/Shaders/depth.vertex";
  63139. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63140. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63141. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63142. import { Engine } from "babylonjs/Engines/engine";
  63143. /**
  63144. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63145. */
  63146. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63147. private _volumetricLightScatteringPass;
  63148. private _volumetricLightScatteringRTT;
  63149. private _viewPort;
  63150. private _screenCoordinates;
  63151. private _cachedDefines;
  63152. /**
  63153. * If not undefined, the mesh position is computed from the attached node position
  63154. */
  63155. attachedNode: {
  63156. position: Vector3;
  63157. };
  63158. /**
  63159. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63160. */
  63161. customMeshPosition: Vector3;
  63162. /**
  63163. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63164. */
  63165. useCustomMeshPosition: boolean;
  63166. /**
  63167. * If the post-process should inverse the light scattering direction
  63168. */
  63169. invert: boolean;
  63170. /**
  63171. * The internal mesh used by the post-process
  63172. */
  63173. mesh: Mesh;
  63174. /**
  63175. * @hidden
  63176. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63177. */
  63178. useDiffuseColor: boolean;
  63179. /**
  63180. * Array containing the excluded meshes not rendered in the internal pass
  63181. */
  63182. excludedMeshes: AbstractMesh[];
  63183. /**
  63184. * Controls the overall intensity of the post-process
  63185. */
  63186. exposure: number;
  63187. /**
  63188. * Dissipates each sample's contribution in range [0, 1]
  63189. */
  63190. decay: number;
  63191. /**
  63192. * Controls the overall intensity of each sample
  63193. */
  63194. weight: number;
  63195. /**
  63196. * Controls the density of each sample
  63197. */
  63198. density: number;
  63199. /**
  63200. * @constructor
  63201. * @param name The post-process name
  63202. * @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)
  63203. * @param camera The camera that the post-process will be attached to
  63204. * @param mesh The mesh used to create the light scattering
  63205. * @param samples The post-process quality, default 100
  63206. * @param samplingModeThe post-process filtering mode
  63207. * @param engine The babylon engine
  63208. * @param reusable If the post-process is reusable
  63209. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63210. */
  63211. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63212. /**
  63213. * Returns the string "VolumetricLightScatteringPostProcess"
  63214. * @returns "VolumetricLightScatteringPostProcess"
  63215. */
  63216. getClassName(): string;
  63217. private _isReady;
  63218. /**
  63219. * Sets the new light position for light scattering effect
  63220. * @param position The new custom light position
  63221. */
  63222. setCustomMeshPosition(position: Vector3): void;
  63223. /**
  63224. * Returns the light position for light scattering effect
  63225. * @return Vector3 The custom light position
  63226. */
  63227. getCustomMeshPosition(): Vector3;
  63228. /**
  63229. * Disposes the internal assets and detaches the post-process from the camera
  63230. */
  63231. dispose(camera: Camera): void;
  63232. /**
  63233. * Returns the render target texture used by the post-process
  63234. * @return the render target texture used by the post-process
  63235. */
  63236. getPass(): RenderTargetTexture;
  63237. private _meshExcluded;
  63238. private _createPass;
  63239. private _updateMeshScreenCoordinates;
  63240. /**
  63241. * Creates a default mesh for the Volumeric Light Scattering post-process
  63242. * @param name The mesh name
  63243. * @param scene The scene where to create the mesh
  63244. * @return the default mesh
  63245. */
  63246. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63247. }
  63248. }
  63249. declare module "babylonjs/PostProcesses/index" {
  63250. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63251. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63252. export * from "babylonjs/PostProcesses/bloomEffect";
  63253. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63254. export * from "babylonjs/PostProcesses/blurPostProcess";
  63255. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63256. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63257. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63258. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63259. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63260. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63261. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63262. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63263. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63264. export * from "babylonjs/PostProcesses/filterPostProcess";
  63265. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63266. export * from "babylonjs/PostProcesses/grainPostProcess";
  63267. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63268. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63269. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63270. export * from "babylonjs/PostProcesses/passPostProcess";
  63271. export * from "babylonjs/PostProcesses/postProcess";
  63272. export * from "babylonjs/PostProcesses/postProcessManager";
  63273. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63274. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63275. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63276. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63277. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63278. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63279. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63280. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63281. }
  63282. declare module "babylonjs/Probes/index" {
  63283. export * from "babylonjs/Probes/reflectionProbe";
  63284. }
  63285. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63286. import { Scene } from "babylonjs/scene";
  63287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63288. import { SmartArray } from "babylonjs/Misc/smartArray";
  63289. import { ISceneComponent } from "babylonjs/sceneComponent";
  63290. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63291. import "babylonjs/Meshes/Builders/boxBuilder";
  63292. import "babylonjs/Shaders/color.fragment";
  63293. import "babylonjs/Shaders/color.vertex";
  63294. import { Color3 } from "babylonjs/Maths/math.color";
  63295. module "babylonjs/scene" {
  63296. interface Scene {
  63297. /** @hidden (Backing field) */
  63298. _boundingBoxRenderer: BoundingBoxRenderer;
  63299. /** @hidden (Backing field) */
  63300. _forceShowBoundingBoxes: boolean;
  63301. /**
  63302. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63303. */
  63304. forceShowBoundingBoxes: boolean;
  63305. /**
  63306. * Gets the bounding box renderer associated with the scene
  63307. * @returns a BoundingBoxRenderer
  63308. */
  63309. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63310. }
  63311. }
  63312. module "babylonjs/Meshes/abstractMesh" {
  63313. interface AbstractMesh {
  63314. /** @hidden (Backing field) */
  63315. _showBoundingBox: boolean;
  63316. /**
  63317. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63318. */
  63319. showBoundingBox: boolean;
  63320. }
  63321. }
  63322. /**
  63323. * Component responsible of rendering the bounding box of the meshes in a scene.
  63324. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63325. */
  63326. export class BoundingBoxRenderer implements ISceneComponent {
  63327. /**
  63328. * The component name helpfull to identify the component in the list of scene components.
  63329. */
  63330. readonly name: string;
  63331. /**
  63332. * The scene the component belongs to.
  63333. */
  63334. scene: Scene;
  63335. /**
  63336. * Color of the bounding box lines placed in front of an object
  63337. */
  63338. frontColor: Color3;
  63339. /**
  63340. * Color of the bounding box lines placed behind an object
  63341. */
  63342. backColor: Color3;
  63343. /**
  63344. * Defines if the renderer should show the back lines or not
  63345. */
  63346. showBackLines: boolean;
  63347. /**
  63348. * @hidden
  63349. */
  63350. renderList: SmartArray<BoundingBox>;
  63351. private _colorShader;
  63352. private _vertexBuffers;
  63353. private _indexBuffer;
  63354. private _fillIndexBuffer;
  63355. private _fillIndexData;
  63356. /**
  63357. * Instantiates a new bounding box renderer in a scene.
  63358. * @param scene the scene the renderer renders in
  63359. */
  63360. constructor(scene: Scene);
  63361. /**
  63362. * Registers the component in a given scene
  63363. */
  63364. register(): void;
  63365. private _evaluateSubMesh;
  63366. private _activeMesh;
  63367. private _prepareRessources;
  63368. private _createIndexBuffer;
  63369. /**
  63370. * Rebuilds the elements related to this component in case of
  63371. * context lost for instance.
  63372. */
  63373. rebuild(): void;
  63374. /**
  63375. * @hidden
  63376. */
  63377. reset(): void;
  63378. /**
  63379. * Render the bounding boxes of a specific rendering group
  63380. * @param renderingGroupId defines the rendering group to render
  63381. */
  63382. render(renderingGroupId: number): void;
  63383. /**
  63384. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63385. * @param mesh Define the mesh to render the occlusion bounding box for
  63386. */
  63387. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63388. /**
  63389. * Dispose and release the resources attached to this renderer.
  63390. */
  63391. dispose(): void;
  63392. }
  63393. }
  63394. declare module "babylonjs/Shaders/depth.fragment" {
  63395. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63396. /** @hidden */
  63397. export var depthPixelShader: {
  63398. name: string;
  63399. shader: string;
  63400. };
  63401. }
  63402. declare module "babylonjs/Rendering/depthRenderer" {
  63403. import { Nullable } from "babylonjs/types";
  63404. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63405. import { Scene } from "babylonjs/scene";
  63406. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63407. import { Camera } from "babylonjs/Cameras/camera";
  63408. import "babylonjs/Shaders/depth.fragment";
  63409. import "babylonjs/Shaders/depth.vertex";
  63410. /**
  63411. * This represents a depth renderer in Babylon.
  63412. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63413. */
  63414. export class DepthRenderer {
  63415. private _scene;
  63416. private _depthMap;
  63417. private _effect;
  63418. private readonly _storeNonLinearDepth;
  63419. private readonly _clearColor;
  63420. /** Get if the depth renderer is using packed depth or not */
  63421. readonly isPacked: boolean;
  63422. private _cachedDefines;
  63423. private _camera;
  63424. /**
  63425. * Specifiess that the depth renderer will only be used within
  63426. * the camera it is created for.
  63427. * This can help forcing its rendering during the camera processing.
  63428. */
  63429. useOnlyInActiveCamera: boolean;
  63430. /** @hidden */
  63431. static _SceneComponentInitialization: (scene: Scene) => void;
  63432. /**
  63433. * Instantiates a depth renderer
  63434. * @param scene The scene the renderer belongs to
  63435. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63436. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63437. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63438. */
  63439. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63440. /**
  63441. * Creates the depth rendering effect and checks if the effect is ready.
  63442. * @param subMesh The submesh to be used to render the depth map of
  63443. * @param useInstances If multiple world instances should be used
  63444. * @returns if the depth renderer is ready to render the depth map
  63445. */
  63446. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63447. /**
  63448. * Gets the texture which the depth map will be written to.
  63449. * @returns The depth map texture
  63450. */
  63451. getDepthMap(): RenderTargetTexture;
  63452. /**
  63453. * Disposes of the depth renderer.
  63454. */
  63455. dispose(): void;
  63456. }
  63457. }
  63458. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63459. import { Nullable } from "babylonjs/types";
  63460. import { Scene } from "babylonjs/scene";
  63461. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63462. import { Camera } from "babylonjs/Cameras/camera";
  63463. import { ISceneComponent } from "babylonjs/sceneComponent";
  63464. module "babylonjs/scene" {
  63465. interface Scene {
  63466. /** @hidden (Backing field) */
  63467. _depthRenderer: {
  63468. [id: string]: DepthRenderer;
  63469. };
  63470. /**
  63471. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63472. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63473. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63474. * @returns the created depth renderer
  63475. */
  63476. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63477. /**
  63478. * Disables a depth renderer for a given camera
  63479. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63480. */
  63481. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63482. }
  63483. }
  63484. /**
  63485. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63486. * in several rendering techniques.
  63487. */
  63488. export class DepthRendererSceneComponent implements ISceneComponent {
  63489. /**
  63490. * The component name helpfull to identify the component in the list of scene components.
  63491. */
  63492. readonly name: string;
  63493. /**
  63494. * The scene the component belongs to.
  63495. */
  63496. scene: Scene;
  63497. /**
  63498. * Creates a new instance of the component for the given scene
  63499. * @param scene Defines the scene to register the component in
  63500. */
  63501. constructor(scene: Scene);
  63502. /**
  63503. * Registers the component in a given scene
  63504. */
  63505. register(): void;
  63506. /**
  63507. * Rebuilds the elements related to this component in case of
  63508. * context lost for instance.
  63509. */
  63510. rebuild(): void;
  63511. /**
  63512. * Disposes the component and the associated ressources
  63513. */
  63514. dispose(): void;
  63515. private _gatherRenderTargets;
  63516. private _gatherActiveCameraRenderTargets;
  63517. }
  63518. }
  63519. declare module "babylonjs/Shaders/outline.fragment" {
  63520. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63521. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63522. /** @hidden */
  63523. export var outlinePixelShader: {
  63524. name: string;
  63525. shader: string;
  63526. };
  63527. }
  63528. declare module "babylonjs/Shaders/outline.vertex" {
  63529. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63530. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63531. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63532. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63533. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63534. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63535. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63536. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63537. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63538. /** @hidden */
  63539. export var outlineVertexShader: {
  63540. name: string;
  63541. shader: string;
  63542. };
  63543. }
  63544. declare module "babylonjs/Rendering/outlineRenderer" {
  63545. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63546. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63547. import { Scene } from "babylonjs/scene";
  63548. import { ISceneComponent } from "babylonjs/sceneComponent";
  63549. import "babylonjs/Shaders/outline.fragment";
  63550. import "babylonjs/Shaders/outline.vertex";
  63551. module "babylonjs/scene" {
  63552. interface Scene {
  63553. /** @hidden */
  63554. _outlineRenderer: OutlineRenderer;
  63555. /**
  63556. * Gets the outline renderer associated with the scene
  63557. * @returns a OutlineRenderer
  63558. */
  63559. getOutlineRenderer(): OutlineRenderer;
  63560. }
  63561. }
  63562. module "babylonjs/Meshes/abstractMesh" {
  63563. interface AbstractMesh {
  63564. /** @hidden (Backing field) */
  63565. _renderOutline: boolean;
  63566. /**
  63567. * Gets or sets a boolean indicating if the outline must be rendered as well
  63568. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63569. */
  63570. renderOutline: boolean;
  63571. /** @hidden (Backing field) */
  63572. _renderOverlay: boolean;
  63573. /**
  63574. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63575. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63576. */
  63577. renderOverlay: boolean;
  63578. }
  63579. }
  63580. /**
  63581. * This class is responsible to draw bothe outline/overlay of meshes.
  63582. * It should not be used directly but through the available method on mesh.
  63583. */
  63584. export class OutlineRenderer implements ISceneComponent {
  63585. /**
  63586. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63587. */
  63588. private static _StencilReference;
  63589. /**
  63590. * The name of the component. Each component must have a unique name.
  63591. */
  63592. name: string;
  63593. /**
  63594. * The scene the component belongs to.
  63595. */
  63596. scene: Scene;
  63597. /**
  63598. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63599. */
  63600. zOffset: number;
  63601. private _engine;
  63602. private _effect;
  63603. private _cachedDefines;
  63604. private _savedDepthWrite;
  63605. /**
  63606. * Instantiates a new outline renderer. (There could be only one per scene).
  63607. * @param scene Defines the scene it belongs to
  63608. */
  63609. constructor(scene: Scene);
  63610. /**
  63611. * Register the component to one instance of a scene.
  63612. */
  63613. register(): void;
  63614. /**
  63615. * Rebuilds the elements related to this component in case of
  63616. * context lost for instance.
  63617. */
  63618. rebuild(): void;
  63619. /**
  63620. * Disposes the component and the associated ressources.
  63621. */
  63622. dispose(): void;
  63623. /**
  63624. * Renders the outline in the canvas.
  63625. * @param subMesh Defines the sumesh to render
  63626. * @param batch Defines the batch of meshes in case of instances
  63627. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63628. */
  63629. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63630. /**
  63631. * Returns whether or not the outline renderer is ready for a given submesh.
  63632. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63633. * @param subMesh Defines the submesh to check readyness for
  63634. * @param useInstances Defines wheter wee are trying to render instances or not
  63635. * @returns true if ready otherwise false
  63636. */
  63637. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63638. private _beforeRenderingMesh;
  63639. private _afterRenderingMesh;
  63640. }
  63641. }
  63642. declare module "babylonjs/Rendering/index" {
  63643. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63644. export * from "babylonjs/Rendering/depthRenderer";
  63645. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63646. export * from "babylonjs/Rendering/edgesRenderer";
  63647. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63648. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63649. export * from "babylonjs/Rendering/outlineRenderer";
  63650. export * from "babylonjs/Rendering/renderingGroup";
  63651. export * from "babylonjs/Rendering/renderingManager";
  63652. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63653. }
  63654. declare module "babylonjs/Sprites/spritePackedManager" {
  63655. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63656. import { Scene } from "babylonjs/scene";
  63657. /**
  63658. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63659. * @see http://doc.babylonjs.com/babylon101/sprites
  63660. */
  63661. export class SpritePackedManager extends SpriteManager {
  63662. /** defines the packed manager's name */
  63663. name: string;
  63664. /**
  63665. * Creates a new sprite manager from a packed sprite sheet
  63666. * @param name defines the manager's name
  63667. * @param imgUrl defines the sprite sheet url
  63668. * @param capacity defines the maximum allowed number of sprites
  63669. * @param scene defines the hosting scene
  63670. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63671. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63672. * @param samplingMode defines the smapling mode to use with spritesheet
  63673. * @param fromPacked set to true; do not alter
  63674. */
  63675. constructor(
  63676. /** defines the packed manager's name */
  63677. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63678. }
  63679. }
  63680. declare module "babylonjs/Sprites/index" {
  63681. export * from "babylonjs/Sprites/sprite";
  63682. export * from "babylonjs/Sprites/spriteManager";
  63683. export * from "babylonjs/Sprites/spritePackedManager";
  63684. export * from "babylonjs/Sprites/spriteSceneComponent";
  63685. }
  63686. declare module "babylonjs/Misc/assetsManager" {
  63687. import { Scene } from "babylonjs/scene";
  63688. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63689. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63690. import { Skeleton } from "babylonjs/Bones/skeleton";
  63691. import { Observable } from "babylonjs/Misc/observable";
  63692. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63693. import { Texture } from "babylonjs/Materials/Textures/texture";
  63694. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63695. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63696. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63697. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63698. /**
  63699. * Defines the list of states available for a task inside a AssetsManager
  63700. */
  63701. export enum AssetTaskState {
  63702. /**
  63703. * Initialization
  63704. */
  63705. INIT = 0,
  63706. /**
  63707. * Running
  63708. */
  63709. RUNNING = 1,
  63710. /**
  63711. * Done
  63712. */
  63713. DONE = 2,
  63714. /**
  63715. * Error
  63716. */
  63717. ERROR = 3
  63718. }
  63719. /**
  63720. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63721. */
  63722. export abstract class AbstractAssetTask {
  63723. /**
  63724. * Task name
  63725. */ name: string;
  63726. /**
  63727. * Callback called when the task is successful
  63728. */
  63729. onSuccess: (task: any) => void;
  63730. /**
  63731. * Callback called when the task is not successful
  63732. */
  63733. onError: (task: any, message?: string, exception?: any) => void;
  63734. /**
  63735. * Creates a new AssetsManager
  63736. * @param name defines the name of the task
  63737. */
  63738. constructor(
  63739. /**
  63740. * Task name
  63741. */ name: string);
  63742. private _isCompleted;
  63743. private _taskState;
  63744. private _errorObject;
  63745. /**
  63746. * Get if the task is completed
  63747. */
  63748. readonly isCompleted: boolean;
  63749. /**
  63750. * Gets the current state of the task
  63751. */
  63752. readonly taskState: AssetTaskState;
  63753. /**
  63754. * Gets the current error object (if task is in error)
  63755. */
  63756. readonly errorObject: {
  63757. message?: string;
  63758. exception?: any;
  63759. };
  63760. /**
  63761. * Internal only
  63762. * @hidden
  63763. */
  63764. _setErrorObject(message?: string, exception?: any): void;
  63765. /**
  63766. * Execute the current task
  63767. * @param scene defines the scene where you want your assets to be loaded
  63768. * @param onSuccess is a callback called when the task is successfully executed
  63769. * @param onError is a callback called if an error occurs
  63770. */
  63771. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63772. /**
  63773. * Execute the current task
  63774. * @param scene defines the scene where you want your assets to be loaded
  63775. * @param onSuccess is a callback called when the task is successfully executed
  63776. * @param onError is a callback called if an error occurs
  63777. */
  63778. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63779. /**
  63780. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63781. * This can be used with failed tasks that have the reason for failure fixed.
  63782. */
  63783. reset(): void;
  63784. private onErrorCallback;
  63785. private onDoneCallback;
  63786. }
  63787. /**
  63788. * Define the interface used by progress events raised during assets loading
  63789. */
  63790. export interface IAssetsProgressEvent {
  63791. /**
  63792. * Defines the number of remaining tasks to process
  63793. */
  63794. remainingCount: number;
  63795. /**
  63796. * Defines the total number of tasks
  63797. */
  63798. totalCount: number;
  63799. /**
  63800. * Defines the task that was just processed
  63801. */
  63802. task: AbstractAssetTask;
  63803. }
  63804. /**
  63805. * Class used to share progress information about assets loading
  63806. */
  63807. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63808. /**
  63809. * Defines the number of remaining tasks to process
  63810. */
  63811. remainingCount: number;
  63812. /**
  63813. * Defines the total number of tasks
  63814. */
  63815. totalCount: number;
  63816. /**
  63817. * Defines the task that was just processed
  63818. */
  63819. task: AbstractAssetTask;
  63820. /**
  63821. * Creates a AssetsProgressEvent
  63822. * @param remainingCount defines the number of remaining tasks to process
  63823. * @param totalCount defines the total number of tasks
  63824. * @param task defines the task that was just processed
  63825. */
  63826. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63827. }
  63828. /**
  63829. * Define a task used by AssetsManager to load meshes
  63830. */
  63831. export class MeshAssetTask extends AbstractAssetTask {
  63832. /**
  63833. * Defines the name of the task
  63834. */
  63835. name: string;
  63836. /**
  63837. * Defines the list of mesh's names you want to load
  63838. */
  63839. meshesNames: any;
  63840. /**
  63841. * Defines the root url to use as a base to load your meshes and associated resources
  63842. */
  63843. rootUrl: string;
  63844. /**
  63845. * Defines the filename of the scene to load from
  63846. */
  63847. sceneFilename: string;
  63848. /**
  63849. * Gets the list of loaded meshes
  63850. */
  63851. loadedMeshes: Array<AbstractMesh>;
  63852. /**
  63853. * Gets the list of loaded particle systems
  63854. */
  63855. loadedParticleSystems: Array<IParticleSystem>;
  63856. /**
  63857. * Gets the list of loaded skeletons
  63858. */
  63859. loadedSkeletons: Array<Skeleton>;
  63860. /**
  63861. * Gets the list of loaded animation groups
  63862. */
  63863. loadedAnimationGroups: Array<AnimationGroup>;
  63864. /**
  63865. * Callback called when the task is successful
  63866. */
  63867. onSuccess: (task: MeshAssetTask) => void;
  63868. /**
  63869. * Callback called when the task is successful
  63870. */
  63871. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63872. /**
  63873. * Creates a new MeshAssetTask
  63874. * @param name defines the name of the task
  63875. * @param meshesNames defines the list of mesh's names you want to load
  63876. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63877. * @param sceneFilename defines the filename of the scene to load from
  63878. */
  63879. constructor(
  63880. /**
  63881. * Defines the name of the task
  63882. */
  63883. name: string,
  63884. /**
  63885. * Defines the list of mesh's names you want to load
  63886. */
  63887. meshesNames: any,
  63888. /**
  63889. * Defines the root url to use as a base to load your meshes and associated resources
  63890. */
  63891. rootUrl: string,
  63892. /**
  63893. * Defines the filename of the scene to load from
  63894. */
  63895. sceneFilename: string);
  63896. /**
  63897. * Execute the current task
  63898. * @param scene defines the scene where you want your assets to be loaded
  63899. * @param onSuccess is a callback called when the task is successfully executed
  63900. * @param onError is a callback called if an error occurs
  63901. */
  63902. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63903. }
  63904. /**
  63905. * Define a task used by AssetsManager to load text content
  63906. */
  63907. export class TextFileAssetTask extends AbstractAssetTask {
  63908. /**
  63909. * Defines the name of the task
  63910. */
  63911. name: string;
  63912. /**
  63913. * Defines the location of the file to load
  63914. */
  63915. url: string;
  63916. /**
  63917. * Gets the loaded text string
  63918. */
  63919. text: string;
  63920. /**
  63921. * Callback called when the task is successful
  63922. */
  63923. onSuccess: (task: TextFileAssetTask) => void;
  63924. /**
  63925. * Callback called when the task is successful
  63926. */
  63927. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63928. /**
  63929. * Creates a new TextFileAssetTask object
  63930. * @param name defines the name of the task
  63931. * @param url defines the location of the file to load
  63932. */
  63933. constructor(
  63934. /**
  63935. * Defines the name of the task
  63936. */
  63937. name: string,
  63938. /**
  63939. * Defines the location of the file to load
  63940. */
  63941. url: string);
  63942. /**
  63943. * Execute the current task
  63944. * @param scene defines the scene where you want your assets to be loaded
  63945. * @param onSuccess is a callback called when the task is successfully executed
  63946. * @param onError is a callback called if an error occurs
  63947. */
  63948. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63949. }
  63950. /**
  63951. * Define a task used by AssetsManager to load binary data
  63952. */
  63953. export class BinaryFileAssetTask extends AbstractAssetTask {
  63954. /**
  63955. * Defines the name of the task
  63956. */
  63957. name: string;
  63958. /**
  63959. * Defines the location of the file to load
  63960. */
  63961. url: string;
  63962. /**
  63963. * Gets the lodaded data (as an array buffer)
  63964. */
  63965. data: ArrayBuffer;
  63966. /**
  63967. * Callback called when the task is successful
  63968. */
  63969. onSuccess: (task: BinaryFileAssetTask) => void;
  63970. /**
  63971. * Callback called when the task is successful
  63972. */
  63973. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63974. /**
  63975. * Creates a new BinaryFileAssetTask object
  63976. * @param name defines the name of the new task
  63977. * @param url defines the location of the file to load
  63978. */
  63979. constructor(
  63980. /**
  63981. * Defines the name of the task
  63982. */
  63983. name: string,
  63984. /**
  63985. * Defines the location of the file to load
  63986. */
  63987. url: string);
  63988. /**
  63989. * Execute the current task
  63990. * @param scene defines the scene where you want your assets to be loaded
  63991. * @param onSuccess is a callback called when the task is successfully executed
  63992. * @param onError is a callback called if an error occurs
  63993. */
  63994. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63995. }
  63996. /**
  63997. * Define a task used by AssetsManager to load images
  63998. */
  63999. export class ImageAssetTask extends AbstractAssetTask {
  64000. /**
  64001. * Defines the name of the task
  64002. */
  64003. name: string;
  64004. /**
  64005. * Defines the location of the image to load
  64006. */
  64007. url: string;
  64008. /**
  64009. * Gets the loaded images
  64010. */
  64011. image: HTMLImageElement;
  64012. /**
  64013. * Callback called when the task is successful
  64014. */
  64015. onSuccess: (task: ImageAssetTask) => void;
  64016. /**
  64017. * Callback called when the task is successful
  64018. */
  64019. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64020. /**
  64021. * Creates a new ImageAssetTask
  64022. * @param name defines the name of the task
  64023. * @param url defines the location of the image to load
  64024. */
  64025. constructor(
  64026. /**
  64027. * Defines the name of the task
  64028. */
  64029. name: string,
  64030. /**
  64031. * Defines the location of the image to load
  64032. */
  64033. url: string);
  64034. /**
  64035. * Execute the current task
  64036. * @param scene defines the scene where you want your assets to be loaded
  64037. * @param onSuccess is a callback called when the task is successfully executed
  64038. * @param onError is a callback called if an error occurs
  64039. */
  64040. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64041. }
  64042. /**
  64043. * Defines the interface used by texture loading tasks
  64044. */
  64045. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64046. /**
  64047. * Gets the loaded texture
  64048. */
  64049. texture: TEX;
  64050. }
  64051. /**
  64052. * Define a task used by AssetsManager to load 2D textures
  64053. */
  64054. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64055. /**
  64056. * Defines the name of the task
  64057. */
  64058. name: string;
  64059. /**
  64060. * Defines the location of the file to load
  64061. */
  64062. url: string;
  64063. /**
  64064. * Defines if mipmap should not be generated (default is false)
  64065. */
  64066. noMipmap?: boolean | undefined;
  64067. /**
  64068. * Defines if texture must be inverted on Y axis (default is false)
  64069. */
  64070. invertY?: boolean | undefined;
  64071. /**
  64072. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64073. */
  64074. samplingMode: number;
  64075. /**
  64076. * Gets the loaded texture
  64077. */
  64078. texture: Texture;
  64079. /**
  64080. * Callback called when the task is successful
  64081. */
  64082. onSuccess: (task: TextureAssetTask) => void;
  64083. /**
  64084. * Callback called when the task is successful
  64085. */
  64086. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64087. /**
  64088. * Creates a new TextureAssetTask object
  64089. * @param name defines the name of the task
  64090. * @param url defines the location of the file to load
  64091. * @param noMipmap defines if mipmap should not be generated (default is false)
  64092. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64093. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64094. */
  64095. constructor(
  64096. /**
  64097. * Defines the name of the task
  64098. */
  64099. name: string,
  64100. /**
  64101. * Defines the location of the file to load
  64102. */
  64103. url: string,
  64104. /**
  64105. * Defines if mipmap should not be generated (default is false)
  64106. */
  64107. noMipmap?: boolean | undefined,
  64108. /**
  64109. * Defines if texture must be inverted on Y axis (default is false)
  64110. */
  64111. invertY?: boolean | undefined,
  64112. /**
  64113. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64114. */
  64115. samplingMode?: number);
  64116. /**
  64117. * Execute the current task
  64118. * @param scene defines the scene where you want your assets to be loaded
  64119. * @param onSuccess is a callback called when the task is successfully executed
  64120. * @param onError is a callback called if an error occurs
  64121. */
  64122. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64123. }
  64124. /**
  64125. * Define a task used by AssetsManager to load cube textures
  64126. */
  64127. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64128. /**
  64129. * Defines the name of the task
  64130. */
  64131. name: string;
  64132. /**
  64133. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64134. */
  64135. url: string;
  64136. /**
  64137. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64138. */
  64139. extensions?: string[] | undefined;
  64140. /**
  64141. * Defines if mipmaps should not be generated (default is false)
  64142. */
  64143. noMipmap?: boolean | undefined;
  64144. /**
  64145. * Defines the explicit list of files (undefined by default)
  64146. */
  64147. files?: string[] | undefined;
  64148. /**
  64149. * Gets the loaded texture
  64150. */
  64151. texture: CubeTexture;
  64152. /**
  64153. * Callback called when the task is successful
  64154. */
  64155. onSuccess: (task: CubeTextureAssetTask) => void;
  64156. /**
  64157. * Callback called when the task is successful
  64158. */
  64159. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64160. /**
  64161. * Creates a new CubeTextureAssetTask
  64162. * @param name defines the name of the task
  64163. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64164. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64165. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64166. * @param files defines the explicit list of files (undefined by default)
  64167. */
  64168. constructor(
  64169. /**
  64170. * Defines the name of the task
  64171. */
  64172. name: string,
  64173. /**
  64174. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64175. */
  64176. url: string,
  64177. /**
  64178. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64179. */
  64180. extensions?: string[] | undefined,
  64181. /**
  64182. * Defines if mipmaps should not be generated (default is false)
  64183. */
  64184. noMipmap?: boolean | undefined,
  64185. /**
  64186. * Defines the explicit list of files (undefined by default)
  64187. */
  64188. files?: string[] | undefined);
  64189. /**
  64190. * Execute the current task
  64191. * @param scene defines the scene where you want your assets to be loaded
  64192. * @param onSuccess is a callback called when the task is successfully executed
  64193. * @param onError is a callback called if an error occurs
  64194. */
  64195. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64196. }
  64197. /**
  64198. * Define a task used by AssetsManager to load HDR cube textures
  64199. */
  64200. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64201. /**
  64202. * Defines the name of the task
  64203. */
  64204. name: string;
  64205. /**
  64206. * Defines the location of the file to load
  64207. */
  64208. url: string;
  64209. /**
  64210. * Defines the desired size (the more it increases the longer the generation will be)
  64211. */
  64212. size: number;
  64213. /**
  64214. * Defines if mipmaps should not be generated (default is false)
  64215. */
  64216. noMipmap: boolean;
  64217. /**
  64218. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64219. */
  64220. generateHarmonics: boolean;
  64221. /**
  64222. * 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)
  64223. */
  64224. gammaSpace: boolean;
  64225. /**
  64226. * Internal Use Only
  64227. */
  64228. reserved: boolean;
  64229. /**
  64230. * Gets the loaded texture
  64231. */
  64232. texture: HDRCubeTexture;
  64233. /**
  64234. * Callback called when the task is successful
  64235. */
  64236. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64237. /**
  64238. * Callback called when the task is successful
  64239. */
  64240. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64241. /**
  64242. * Creates a new HDRCubeTextureAssetTask object
  64243. * @param name defines the name of the task
  64244. * @param url defines the location of the file to load
  64245. * @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.
  64246. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64247. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64248. * @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)
  64249. * @param reserved Internal use only
  64250. */
  64251. constructor(
  64252. /**
  64253. * Defines the name of the task
  64254. */
  64255. name: string,
  64256. /**
  64257. * Defines the location of the file to load
  64258. */
  64259. url: string,
  64260. /**
  64261. * Defines the desired size (the more it increases the longer the generation will be)
  64262. */
  64263. size: number,
  64264. /**
  64265. * Defines if mipmaps should not be generated (default is false)
  64266. */
  64267. noMipmap?: boolean,
  64268. /**
  64269. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64270. */
  64271. generateHarmonics?: boolean,
  64272. /**
  64273. * 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)
  64274. */
  64275. gammaSpace?: boolean,
  64276. /**
  64277. * Internal Use Only
  64278. */
  64279. reserved?: boolean);
  64280. /**
  64281. * Execute the current task
  64282. * @param scene defines the scene where you want your assets to be loaded
  64283. * @param onSuccess is a callback called when the task is successfully executed
  64284. * @param onError is a callback called if an error occurs
  64285. */
  64286. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64287. }
  64288. /**
  64289. * Define a task used by AssetsManager to load Equirectangular cube textures
  64290. */
  64291. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64292. /**
  64293. * Defines the name of the task
  64294. */
  64295. name: string;
  64296. /**
  64297. * Defines the location of the file to load
  64298. */
  64299. url: string;
  64300. /**
  64301. * Defines the desired size (the more it increases the longer the generation will be)
  64302. */
  64303. size: number;
  64304. /**
  64305. * Defines if mipmaps should not be generated (default is false)
  64306. */
  64307. noMipmap: boolean;
  64308. /**
  64309. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64310. * but the standard material would require them in Gamma space) (default is true)
  64311. */
  64312. gammaSpace: boolean;
  64313. /**
  64314. * Gets the loaded texture
  64315. */
  64316. texture: EquiRectangularCubeTexture;
  64317. /**
  64318. * Callback called when the task is successful
  64319. */
  64320. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64321. /**
  64322. * Callback called when the task is successful
  64323. */
  64324. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64325. /**
  64326. * Creates a new EquiRectangularCubeTextureAssetTask object
  64327. * @param name defines the name of the task
  64328. * @param url defines the location of the file to load
  64329. * @param size defines the desired size (the more it increases the longer the generation will be)
  64330. * If the size is omitted this implies you are using a preprocessed cubemap.
  64331. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64332. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64333. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64334. * (default is true)
  64335. */
  64336. constructor(
  64337. /**
  64338. * Defines the name of the task
  64339. */
  64340. name: string,
  64341. /**
  64342. * Defines the location of the file to load
  64343. */
  64344. url: string,
  64345. /**
  64346. * Defines the desired size (the more it increases the longer the generation will be)
  64347. */
  64348. size: number,
  64349. /**
  64350. * Defines if mipmaps should not be generated (default is false)
  64351. */
  64352. noMipmap?: boolean,
  64353. /**
  64354. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64355. * but the standard material would require them in Gamma space) (default is true)
  64356. */
  64357. gammaSpace?: boolean);
  64358. /**
  64359. * Execute the current task
  64360. * @param scene defines the scene where you want your assets to be loaded
  64361. * @param onSuccess is a callback called when the task is successfully executed
  64362. * @param onError is a callback called if an error occurs
  64363. */
  64364. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64365. }
  64366. /**
  64367. * This class can be used to easily import assets into a scene
  64368. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64369. */
  64370. export class AssetsManager {
  64371. private _scene;
  64372. private _isLoading;
  64373. protected _tasks: AbstractAssetTask[];
  64374. protected _waitingTasksCount: number;
  64375. protected _totalTasksCount: number;
  64376. /**
  64377. * Callback called when all tasks are processed
  64378. */
  64379. onFinish: (tasks: AbstractAssetTask[]) => void;
  64380. /**
  64381. * Callback called when a task is successful
  64382. */
  64383. onTaskSuccess: (task: AbstractAssetTask) => void;
  64384. /**
  64385. * Callback called when a task had an error
  64386. */
  64387. onTaskError: (task: AbstractAssetTask) => void;
  64388. /**
  64389. * Callback called when a task is done (whatever the result is)
  64390. */
  64391. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64392. /**
  64393. * Observable called when all tasks are processed
  64394. */
  64395. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64396. /**
  64397. * Observable called when a task had an error
  64398. */
  64399. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64400. /**
  64401. * Observable called when all tasks were executed
  64402. */
  64403. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64404. /**
  64405. * Observable called when a task is done (whatever the result is)
  64406. */
  64407. onProgressObservable: Observable<IAssetsProgressEvent>;
  64408. /**
  64409. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64410. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64411. */
  64412. useDefaultLoadingScreen: boolean;
  64413. /**
  64414. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64415. * when all assets have been downloaded.
  64416. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64417. */
  64418. autoHideLoadingUI: boolean;
  64419. /**
  64420. * Creates a new AssetsManager
  64421. * @param scene defines the scene to work on
  64422. */
  64423. constructor(scene: Scene);
  64424. /**
  64425. * Add a MeshAssetTask to the list of active tasks
  64426. * @param taskName defines the name of the new task
  64427. * @param meshesNames defines the name of meshes to load
  64428. * @param rootUrl defines the root url to use to locate files
  64429. * @param sceneFilename defines the filename of the scene file
  64430. * @returns a new MeshAssetTask object
  64431. */
  64432. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64433. /**
  64434. * Add a TextFileAssetTask to the list of active tasks
  64435. * @param taskName defines the name of the new task
  64436. * @param url defines the url of the file to load
  64437. * @returns a new TextFileAssetTask object
  64438. */
  64439. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64440. /**
  64441. * Add a BinaryFileAssetTask to the list of active tasks
  64442. * @param taskName defines the name of the new task
  64443. * @param url defines the url of the file to load
  64444. * @returns a new BinaryFileAssetTask object
  64445. */
  64446. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64447. /**
  64448. * Add a ImageAssetTask to the list of active tasks
  64449. * @param taskName defines the name of the new task
  64450. * @param url defines the url of the file to load
  64451. * @returns a new ImageAssetTask object
  64452. */
  64453. addImageTask(taskName: string, url: string): ImageAssetTask;
  64454. /**
  64455. * Add a TextureAssetTask to the list of active tasks
  64456. * @param taskName defines the name of the new task
  64457. * @param url defines the url of the file to load
  64458. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64459. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64460. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64461. * @returns a new TextureAssetTask object
  64462. */
  64463. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64464. /**
  64465. * Add a CubeTextureAssetTask to the list of active tasks
  64466. * @param taskName defines the name of the new task
  64467. * @param url defines the url of the file to load
  64468. * @param extensions defines the extension to use to load the cube map (can be null)
  64469. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64470. * @param files defines the list of files to load (can be null)
  64471. * @returns a new CubeTextureAssetTask object
  64472. */
  64473. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64474. /**
  64475. *
  64476. * Add a HDRCubeTextureAssetTask 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. * @param size defines the size you want for the cubemap (can be null)
  64480. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64481. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64482. * @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)
  64483. * @param reserved Internal use only
  64484. * @returns a new HDRCubeTextureAssetTask object
  64485. */
  64486. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64487. /**
  64488. *
  64489. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64490. * @param taskName defines the name of the new task
  64491. * @param url defines the url of the file to load
  64492. * @param size defines the size you want for the cubemap (can be null)
  64493. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64494. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64495. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64496. * @returns a new EquiRectangularCubeTextureAssetTask object
  64497. */
  64498. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64499. /**
  64500. * Remove a task from the assets manager.
  64501. * @param task the task to remove
  64502. */
  64503. removeTask(task: AbstractAssetTask): void;
  64504. private _decreaseWaitingTasksCount;
  64505. private _runTask;
  64506. /**
  64507. * Reset the AssetsManager and remove all tasks
  64508. * @return the current instance of the AssetsManager
  64509. */
  64510. reset(): AssetsManager;
  64511. /**
  64512. * Start the loading process
  64513. * @return the current instance of the AssetsManager
  64514. */
  64515. load(): AssetsManager;
  64516. /**
  64517. * Start the loading process as an async operation
  64518. * @return a promise returning the list of failed tasks
  64519. */
  64520. loadAsync(): Promise<void>;
  64521. }
  64522. }
  64523. declare module "babylonjs/Misc/deferred" {
  64524. /**
  64525. * Wrapper class for promise with external resolve and reject.
  64526. */
  64527. export class Deferred<T> {
  64528. /**
  64529. * The promise associated with this deferred object.
  64530. */
  64531. readonly promise: Promise<T>;
  64532. private _resolve;
  64533. private _reject;
  64534. /**
  64535. * The resolve method of the promise associated with this deferred object.
  64536. */
  64537. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64538. /**
  64539. * The reject method of the promise associated with this deferred object.
  64540. */
  64541. readonly reject: (reason?: any) => void;
  64542. /**
  64543. * Constructor for this deferred object.
  64544. */
  64545. constructor();
  64546. }
  64547. }
  64548. declare module "babylonjs/Misc/meshExploder" {
  64549. import { Mesh } from "babylonjs/Meshes/mesh";
  64550. /**
  64551. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64552. */
  64553. export class MeshExploder {
  64554. private _centerMesh;
  64555. private _meshes;
  64556. private _meshesOrigins;
  64557. private _toCenterVectors;
  64558. private _scaledDirection;
  64559. private _newPosition;
  64560. private _centerPosition;
  64561. /**
  64562. * Explodes meshes from a center mesh.
  64563. * @param meshes The meshes to explode.
  64564. * @param centerMesh The mesh to be center of explosion.
  64565. */
  64566. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64567. private _setCenterMesh;
  64568. /**
  64569. * Get class name
  64570. * @returns "MeshExploder"
  64571. */
  64572. getClassName(): string;
  64573. /**
  64574. * "Exploded meshes"
  64575. * @returns Array of meshes with the centerMesh at index 0.
  64576. */
  64577. getMeshes(): Array<Mesh>;
  64578. /**
  64579. * Explodes meshes giving a specific direction
  64580. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64581. */
  64582. explode(direction?: number): void;
  64583. }
  64584. }
  64585. declare module "babylonjs/Misc/filesInput" {
  64586. import { Engine } from "babylonjs/Engines/engine";
  64587. import { Scene } from "babylonjs/scene";
  64588. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64589. /**
  64590. * Class used to help managing file picking and drag'n'drop
  64591. */
  64592. export class FilesInput {
  64593. /**
  64594. * List of files ready to be loaded
  64595. */
  64596. static readonly FilesToLoad: {
  64597. [key: string]: File;
  64598. };
  64599. /**
  64600. * Callback called when a file is processed
  64601. */
  64602. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64603. private _engine;
  64604. private _currentScene;
  64605. private _sceneLoadedCallback;
  64606. private _progressCallback;
  64607. private _additionalRenderLoopLogicCallback;
  64608. private _textureLoadingCallback;
  64609. private _startingProcessingFilesCallback;
  64610. private _onReloadCallback;
  64611. private _errorCallback;
  64612. private _elementToMonitor;
  64613. private _sceneFileToLoad;
  64614. private _filesToLoad;
  64615. /**
  64616. * Creates a new FilesInput
  64617. * @param engine defines the rendering engine
  64618. * @param scene defines the hosting scene
  64619. * @param sceneLoadedCallback callback called when scene is loaded
  64620. * @param progressCallback callback called to track progress
  64621. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64622. * @param textureLoadingCallback callback called when a texture is loading
  64623. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64624. * @param onReloadCallback callback called when a reload is requested
  64625. * @param errorCallback callback call if an error occurs
  64626. */
  64627. 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);
  64628. private _dragEnterHandler;
  64629. private _dragOverHandler;
  64630. private _dropHandler;
  64631. /**
  64632. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64633. * @param elementToMonitor defines the DOM element to track
  64634. */
  64635. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64636. /**
  64637. * Release all associated resources
  64638. */
  64639. dispose(): void;
  64640. private renderFunction;
  64641. private drag;
  64642. private drop;
  64643. private _traverseFolder;
  64644. private _processFiles;
  64645. /**
  64646. * Load files from a drop event
  64647. * @param event defines the drop event to use as source
  64648. */
  64649. loadFiles(event: any): void;
  64650. private _processReload;
  64651. /**
  64652. * Reload the current scene from the loaded files
  64653. */
  64654. reload(): void;
  64655. }
  64656. }
  64657. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64658. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64659. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64660. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64661. }
  64662. declare module "babylonjs/Misc/sceneOptimizer" {
  64663. import { Scene, IDisposable } from "babylonjs/scene";
  64664. import { Observable } from "babylonjs/Misc/observable";
  64665. /**
  64666. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64667. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64668. */
  64669. export class SceneOptimization {
  64670. /**
  64671. * Defines the priority of this optimization (0 by default which means first in the list)
  64672. */
  64673. priority: number;
  64674. /**
  64675. * Gets a string describing the action executed by the current optimization
  64676. * @returns description string
  64677. */
  64678. getDescription(): string;
  64679. /**
  64680. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64681. * @param scene defines the current scene where to apply this optimization
  64682. * @param optimizer defines the current optimizer
  64683. * @returns true if everything that can be done was applied
  64684. */
  64685. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64686. /**
  64687. * Creates the SceneOptimization object
  64688. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64689. * @param desc defines the description associated with the optimization
  64690. */
  64691. constructor(
  64692. /**
  64693. * Defines the priority of this optimization (0 by default which means first in the list)
  64694. */
  64695. priority?: number);
  64696. }
  64697. /**
  64698. * Defines an optimization used to reduce the size of render target textures
  64699. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64700. */
  64701. export class TextureOptimization extends SceneOptimization {
  64702. /**
  64703. * Defines the priority of this optimization (0 by default which means first in the list)
  64704. */
  64705. priority: number;
  64706. /**
  64707. * 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
  64708. */
  64709. maximumSize: number;
  64710. /**
  64711. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64712. */
  64713. step: number;
  64714. /**
  64715. * Gets a string describing the action executed by the current optimization
  64716. * @returns description string
  64717. */
  64718. getDescription(): string;
  64719. /**
  64720. * Creates the TextureOptimization object
  64721. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64722. * @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
  64723. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64724. */
  64725. constructor(
  64726. /**
  64727. * Defines the priority of this optimization (0 by default which means first in the list)
  64728. */
  64729. priority?: number,
  64730. /**
  64731. * 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
  64732. */
  64733. maximumSize?: number,
  64734. /**
  64735. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64736. */
  64737. step?: number);
  64738. /**
  64739. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64740. * @param scene defines the current scene where to apply this optimization
  64741. * @param optimizer defines the current optimizer
  64742. * @returns true if everything that can be done was applied
  64743. */
  64744. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64745. }
  64746. /**
  64747. * Defines an optimization used to increase or decrease the rendering resolution
  64748. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64749. */
  64750. export class HardwareScalingOptimization extends SceneOptimization {
  64751. /**
  64752. * Defines the priority of this optimization (0 by default which means first in the list)
  64753. */
  64754. priority: number;
  64755. /**
  64756. * Defines the maximum scale to use (2 by default)
  64757. */
  64758. maximumScale: number;
  64759. /**
  64760. * Defines the step to use between two passes (0.5 by default)
  64761. */
  64762. step: number;
  64763. private _currentScale;
  64764. private _directionOffset;
  64765. /**
  64766. * Gets a string describing the action executed by the current optimization
  64767. * @return description string
  64768. */
  64769. getDescription(): string;
  64770. /**
  64771. * Creates the HardwareScalingOptimization object
  64772. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64773. * @param maximumScale defines the maximum scale to use (2 by default)
  64774. * @param step defines the step to use between two passes (0.5 by default)
  64775. */
  64776. constructor(
  64777. /**
  64778. * Defines the priority of this optimization (0 by default which means first in the list)
  64779. */
  64780. priority?: number,
  64781. /**
  64782. * Defines the maximum scale to use (2 by default)
  64783. */
  64784. maximumScale?: number,
  64785. /**
  64786. * Defines the step to use between two passes (0.5 by default)
  64787. */
  64788. step?: number);
  64789. /**
  64790. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64791. * @param scene defines the current scene where to apply this optimization
  64792. * @param optimizer defines the current optimizer
  64793. * @returns true if everything that can be done was applied
  64794. */
  64795. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64796. }
  64797. /**
  64798. * Defines an optimization used to remove shadows
  64799. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64800. */
  64801. export class ShadowsOptimization extends SceneOptimization {
  64802. /**
  64803. * Gets a string describing the action executed by the current optimization
  64804. * @return description string
  64805. */
  64806. getDescription(): string;
  64807. /**
  64808. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64809. * @param scene defines the current scene where to apply this optimization
  64810. * @param optimizer defines the current optimizer
  64811. * @returns true if everything that can be done was applied
  64812. */
  64813. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64814. }
  64815. /**
  64816. * Defines an optimization used to turn post-processes off
  64817. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64818. */
  64819. export class PostProcessesOptimization extends SceneOptimization {
  64820. /**
  64821. * Gets a string describing the action executed by the current optimization
  64822. * @return description string
  64823. */
  64824. getDescription(): string;
  64825. /**
  64826. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64827. * @param scene defines the current scene where to apply this optimization
  64828. * @param optimizer defines the current optimizer
  64829. * @returns true if everything that can be done was applied
  64830. */
  64831. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64832. }
  64833. /**
  64834. * Defines an optimization used to turn lens flares off
  64835. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64836. */
  64837. export class LensFlaresOptimization extends SceneOptimization {
  64838. /**
  64839. * Gets a string describing the action executed by the current optimization
  64840. * @return description string
  64841. */
  64842. getDescription(): string;
  64843. /**
  64844. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64845. * @param scene defines the current scene where to apply this optimization
  64846. * @param optimizer defines the current optimizer
  64847. * @returns true if everything that can be done was applied
  64848. */
  64849. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64850. }
  64851. /**
  64852. * Defines an optimization based on user defined callback.
  64853. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64854. */
  64855. export class CustomOptimization extends SceneOptimization {
  64856. /**
  64857. * Callback called to apply the custom optimization.
  64858. */
  64859. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64860. /**
  64861. * Callback called to get custom description
  64862. */
  64863. onGetDescription: () => string;
  64864. /**
  64865. * Gets a string describing the action executed by the current optimization
  64866. * @returns description string
  64867. */
  64868. getDescription(): string;
  64869. /**
  64870. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64871. * @param scene defines the current scene where to apply this optimization
  64872. * @param optimizer defines the current optimizer
  64873. * @returns true if everything that can be done was applied
  64874. */
  64875. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64876. }
  64877. /**
  64878. * Defines an optimization used to turn particles off
  64879. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64880. */
  64881. export class ParticlesOptimization extends SceneOptimization {
  64882. /**
  64883. * Gets a string describing the action executed by the current optimization
  64884. * @return description string
  64885. */
  64886. getDescription(): string;
  64887. /**
  64888. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64889. * @param scene defines the current scene where to apply this optimization
  64890. * @param optimizer defines the current optimizer
  64891. * @returns true if everything that can be done was applied
  64892. */
  64893. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64894. }
  64895. /**
  64896. * Defines an optimization used to turn render targets off
  64897. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64898. */
  64899. export class RenderTargetsOptimization extends SceneOptimization {
  64900. /**
  64901. * Gets a string describing the action executed by the current optimization
  64902. * @return description string
  64903. */
  64904. getDescription(): string;
  64905. /**
  64906. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64907. * @param scene defines the current scene where to apply this optimization
  64908. * @param optimizer defines the current optimizer
  64909. * @returns true if everything that can be done was applied
  64910. */
  64911. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64912. }
  64913. /**
  64914. * Defines an optimization used to merge meshes with compatible materials
  64915. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64916. */
  64917. export class MergeMeshesOptimization extends SceneOptimization {
  64918. private static _UpdateSelectionTree;
  64919. /**
  64920. * Gets or sets a boolean which defines if optimization octree has to be updated
  64921. */
  64922. /**
  64923. * Gets or sets a boolean which defines if optimization octree has to be updated
  64924. */
  64925. static UpdateSelectionTree: boolean;
  64926. /**
  64927. * Gets a string describing the action executed by the current optimization
  64928. * @return description string
  64929. */
  64930. getDescription(): string;
  64931. private _canBeMerged;
  64932. /**
  64933. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64934. * @param scene defines the current scene where to apply this optimization
  64935. * @param optimizer defines the current optimizer
  64936. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64937. * @returns true if everything that can be done was applied
  64938. */
  64939. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64940. }
  64941. /**
  64942. * Defines a list of options used by SceneOptimizer
  64943. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64944. */
  64945. export class SceneOptimizerOptions {
  64946. /**
  64947. * Defines the target frame rate to reach (60 by default)
  64948. */
  64949. targetFrameRate: number;
  64950. /**
  64951. * Defines the interval between two checkes (2000ms by default)
  64952. */
  64953. trackerDuration: number;
  64954. /**
  64955. * Gets the list of optimizations to apply
  64956. */
  64957. optimizations: SceneOptimization[];
  64958. /**
  64959. * Creates a new list of options used by SceneOptimizer
  64960. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64961. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64962. */
  64963. constructor(
  64964. /**
  64965. * Defines the target frame rate to reach (60 by default)
  64966. */
  64967. targetFrameRate?: number,
  64968. /**
  64969. * Defines the interval between two checkes (2000ms by default)
  64970. */
  64971. trackerDuration?: number);
  64972. /**
  64973. * Add a new optimization
  64974. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64975. * @returns the current SceneOptimizerOptions
  64976. */
  64977. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64978. /**
  64979. * Add a new custom optimization
  64980. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64981. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64982. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64983. * @returns the current SceneOptimizerOptions
  64984. */
  64985. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64986. /**
  64987. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64988. * @param targetFrameRate defines the target frame rate (60 by default)
  64989. * @returns a SceneOptimizerOptions object
  64990. */
  64991. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64992. /**
  64993. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64994. * @param targetFrameRate defines the target frame rate (60 by default)
  64995. * @returns a SceneOptimizerOptions object
  64996. */
  64997. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64998. /**
  64999. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65000. * @param targetFrameRate defines the target frame rate (60 by default)
  65001. * @returns a SceneOptimizerOptions object
  65002. */
  65003. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65004. }
  65005. /**
  65006. * Class used to run optimizations in order to reach a target frame rate
  65007. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65008. */
  65009. export class SceneOptimizer implements IDisposable {
  65010. private _isRunning;
  65011. private _options;
  65012. private _scene;
  65013. private _currentPriorityLevel;
  65014. private _targetFrameRate;
  65015. private _trackerDuration;
  65016. private _currentFrameRate;
  65017. private _sceneDisposeObserver;
  65018. private _improvementMode;
  65019. /**
  65020. * Defines an observable called when the optimizer reaches the target frame rate
  65021. */
  65022. onSuccessObservable: Observable<SceneOptimizer>;
  65023. /**
  65024. * Defines an observable called when the optimizer enables an optimization
  65025. */
  65026. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65027. /**
  65028. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65029. */
  65030. onFailureObservable: Observable<SceneOptimizer>;
  65031. /**
  65032. * Gets a boolean indicating if the optimizer is in improvement mode
  65033. */
  65034. readonly isInImprovementMode: boolean;
  65035. /**
  65036. * Gets the current priority level (0 at start)
  65037. */
  65038. readonly currentPriorityLevel: number;
  65039. /**
  65040. * Gets the current frame rate checked by the SceneOptimizer
  65041. */
  65042. readonly currentFrameRate: number;
  65043. /**
  65044. * Gets or sets the current target frame rate (60 by default)
  65045. */
  65046. /**
  65047. * Gets or sets the current target frame rate (60 by default)
  65048. */
  65049. targetFrameRate: number;
  65050. /**
  65051. * Gets or sets the current interval between two checks (every 2000ms by default)
  65052. */
  65053. /**
  65054. * Gets or sets the current interval between two checks (every 2000ms by default)
  65055. */
  65056. trackerDuration: number;
  65057. /**
  65058. * Gets the list of active optimizations
  65059. */
  65060. readonly optimizations: SceneOptimization[];
  65061. /**
  65062. * Creates a new SceneOptimizer
  65063. * @param scene defines the scene to work on
  65064. * @param options defines the options to use with the SceneOptimizer
  65065. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65066. * @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)
  65067. */
  65068. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65069. /**
  65070. * Stops the current optimizer
  65071. */
  65072. stop(): void;
  65073. /**
  65074. * Reset the optimizer to initial step (current priority level = 0)
  65075. */
  65076. reset(): void;
  65077. /**
  65078. * Start the optimizer. By default it will try to reach a specific framerate
  65079. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65080. */
  65081. start(): void;
  65082. private _checkCurrentState;
  65083. /**
  65084. * Release all resources
  65085. */
  65086. dispose(): void;
  65087. /**
  65088. * Helper function to create a SceneOptimizer with one single line of code
  65089. * @param scene defines the scene to work on
  65090. * @param options defines the options to use with the SceneOptimizer
  65091. * @param onSuccess defines a callback to call on success
  65092. * @param onFailure defines a callback to call on failure
  65093. * @returns the new SceneOptimizer object
  65094. */
  65095. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65096. }
  65097. }
  65098. declare module "babylonjs/Misc/sceneSerializer" {
  65099. import { Scene } from "babylonjs/scene";
  65100. /**
  65101. * Class used to serialize a scene into a string
  65102. */
  65103. export class SceneSerializer {
  65104. /**
  65105. * Clear cache used by a previous serialization
  65106. */
  65107. static ClearCache(): void;
  65108. /**
  65109. * Serialize a scene into a JSON compatible object
  65110. * @param scene defines the scene to serialize
  65111. * @returns a JSON compatible object
  65112. */
  65113. static Serialize(scene: Scene): any;
  65114. /**
  65115. * Serialize a mesh into a JSON compatible object
  65116. * @param toSerialize defines the mesh to serialize
  65117. * @param withParents defines if parents must be serialized as well
  65118. * @param withChildren defines if children must be serialized as well
  65119. * @returns a JSON compatible object
  65120. */
  65121. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65122. }
  65123. }
  65124. declare module "babylonjs/Misc/textureTools" {
  65125. import { Texture } from "babylonjs/Materials/Textures/texture";
  65126. /**
  65127. * Class used to host texture specific utilities
  65128. */
  65129. export class TextureTools {
  65130. /**
  65131. * Uses the GPU to create a copy texture rescaled at a given size
  65132. * @param texture Texture to copy from
  65133. * @param width defines the desired width
  65134. * @param height defines the desired height
  65135. * @param useBilinearMode defines if bilinear mode has to be used
  65136. * @return the generated texture
  65137. */
  65138. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65139. }
  65140. }
  65141. declare module "babylonjs/Misc/videoRecorder" {
  65142. import { Nullable } from "babylonjs/types";
  65143. import { Engine } from "babylonjs/Engines/engine";
  65144. /**
  65145. * This represents the different options available for the video capture.
  65146. */
  65147. export interface VideoRecorderOptions {
  65148. /** Defines the mime type of the video. */
  65149. mimeType: string;
  65150. /** Defines the FPS the video should be recorded at. */
  65151. fps: number;
  65152. /** Defines the chunk size for the recording data. */
  65153. recordChunckSize: number;
  65154. /** The audio tracks to attach to the recording. */
  65155. audioTracks?: MediaStreamTrack[];
  65156. }
  65157. /**
  65158. * This can help with recording videos from BabylonJS.
  65159. * This is based on the available WebRTC functionalities of the browser.
  65160. *
  65161. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65162. */
  65163. export class VideoRecorder {
  65164. private static readonly _defaultOptions;
  65165. /**
  65166. * Returns whether or not the VideoRecorder is available in your browser.
  65167. * @param engine Defines the Babylon Engine.
  65168. * @returns true if supported otherwise false.
  65169. */
  65170. static IsSupported(engine: Engine): boolean;
  65171. private readonly _options;
  65172. private _canvas;
  65173. private _mediaRecorder;
  65174. private _recordedChunks;
  65175. private _fileName;
  65176. private _resolve;
  65177. private _reject;
  65178. /**
  65179. * True when a recording is already in progress.
  65180. */
  65181. readonly isRecording: boolean;
  65182. /**
  65183. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65184. * @param engine Defines the BabylonJS Engine you wish to record.
  65185. * @param options Defines options that can be used to customize the capture.
  65186. */
  65187. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65188. /**
  65189. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65190. */
  65191. stopRecording(): void;
  65192. /**
  65193. * Starts recording the canvas for a max duration specified in parameters.
  65194. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65195. * If null no automatic download will start and you can rely on the promise to get the data back.
  65196. * @param maxDuration Defines the maximum recording time in seconds.
  65197. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65198. * @return A promise callback at the end of the recording with the video data in Blob.
  65199. */
  65200. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65201. /**
  65202. * Releases internal resources used during the recording.
  65203. */
  65204. dispose(): void;
  65205. private _handleDataAvailable;
  65206. private _handleError;
  65207. private _handleStop;
  65208. }
  65209. }
  65210. declare module "babylonjs/Misc/screenshotTools" {
  65211. import { Camera } from "babylonjs/Cameras/camera";
  65212. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65213. import { Engine } from "babylonjs/Engines/engine";
  65214. /**
  65215. * Class containing a set of static utilities functions for screenshots
  65216. */
  65217. export class ScreenshotTools {
  65218. /**
  65219. * Captures a screenshot of the current rendering
  65220. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65221. * @param engine defines the rendering engine
  65222. * @param camera defines the source camera
  65223. * @param size This parameter can be set to a single number or to an object with the
  65224. * following (optional) properties: precision, width, height. If a single number is passed,
  65225. * it will be used for both width and height. If an object is passed, the screenshot size
  65226. * will be derived from the parameters. The precision property is a multiplier allowing
  65227. * rendering at a higher or lower resolution
  65228. * @param successCallback defines the callback receives a single parameter which contains the
  65229. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65230. * src parameter of an <img> to display it
  65231. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65232. * Check your browser for supported MIME types
  65233. */
  65234. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65235. /**
  65236. * Captures a screenshot of the current rendering
  65237. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65238. * @param engine defines the rendering engine
  65239. * @param camera defines the source camera
  65240. * @param size This parameter can be set to a single number or to an object with the
  65241. * following (optional) properties: precision, width, height. If a single number is passed,
  65242. * it will be used for both width and height. If an object is passed, the screenshot size
  65243. * will be derived from the parameters. The precision property is a multiplier allowing
  65244. * rendering at a higher or lower resolution
  65245. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65246. * Check your browser for supported MIME types
  65247. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65248. * to the src parameter of an <img> to display it
  65249. */
  65250. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65251. /**
  65252. * Generates an image screenshot from the specified camera.
  65253. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65254. * @param engine The engine to use for rendering
  65255. * @param camera The camera to use for rendering
  65256. * @param size This parameter can be set to a single number or to an object with the
  65257. * following (optional) properties: precision, width, height. If a single number is passed,
  65258. * it will be used for both width and height. If an object is passed, the screenshot size
  65259. * will be derived from the parameters. The precision property is a multiplier allowing
  65260. * rendering at a higher or lower resolution
  65261. * @param successCallback The callback receives a single parameter which contains the
  65262. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65263. * src parameter of an <img> to display it
  65264. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65265. * Check your browser for supported MIME types
  65266. * @param samples Texture samples (default: 1)
  65267. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65268. * @param fileName A name for for the downloaded file.
  65269. */
  65270. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65271. /**
  65272. * Generates an image screenshot from the specified camera.
  65273. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65274. * @param engine The engine to use for rendering
  65275. * @param camera The camera to use for rendering
  65276. * @param size This parameter can be set to a single number or to an object with the
  65277. * following (optional) properties: precision, width, height. If a single number is passed,
  65278. * it will be used for both width and height. If an object is passed, the screenshot size
  65279. * will be derived from the parameters. The precision property is a multiplier allowing
  65280. * rendering at a higher or lower resolution
  65281. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65282. * Check your browser for supported MIME types
  65283. * @param samples Texture samples (default: 1)
  65284. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65285. * @param fileName A name for for the downloaded file.
  65286. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65287. * to the src parameter of an <img> to display it
  65288. */
  65289. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65290. /**
  65291. * Gets height and width for screenshot size
  65292. * @private
  65293. */
  65294. private static _getScreenshotSize;
  65295. }
  65296. }
  65297. declare module "babylonjs/Misc/index" {
  65298. export * from "babylonjs/Misc/andOrNotEvaluator";
  65299. export * from "babylonjs/Misc/assetsManager";
  65300. export * from "babylonjs/Misc/dds";
  65301. export * from "babylonjs/Misc/decorators";
  65302. export * from "babylonjs/Misc/deferred";
  65303. export * from "babylonjs/Misc/environmentTextureTools";
  65304. export * from "babylonjs/Misc/meshExploder";
  65305. export * from "babylonjs/Misc/filesInput";
  65306. export * from "babylonjs/Misc/HighDynamicRange/index";
  65307. export * from "babylonjs/Misc/khronosTextureContainer";
  65308. export * from "babylonjs/Misc/observable";
  65309. export * from "babylonjs/Misc/performanceMonitor";
  65310. export * from "babylonjs/Misc/promise";
  65311. export * from "babylonjs/Misc/sceneOptimizer";
  65312. export * from "babylonjs/Misc/sceneSerializer";
  65313. export * from "babylonjs/Misc/smartArray";
  65314. export * from "babylonjs/Misc/stringDictionary";
  65315. export * from "babylonjs/Misc/tags";
  65316. export * from "babylonjs/Misc/textureTools";
  65317. export * from "babylonjs/Misc/tga";
  65318. export * from "babylonjs/Misc/tools";
  65319. export * from "babylonjs/Misc/videoRecorder";
  65320. export * from "babylonjs/Misc/virtualJoystick";
  65321. export * from "babylonjs/Misc/workerPool";
  65322. export * from "babylonjs/Misc/logger";
  65323. export * from "babylonjs/Misc/typeStore";
  65324. export * from "babylonjs/Misc/filesInputStore";
  65325. export * from "babylonjs/Misc/deepCopier";
  65326. export * from "babylonjs/Misc/pivotTools";
  65327. export * from "babylonjs/Misc/precisionDate";
  65328. export * from "babylonjs/Misc/screenshotTools";
  65329. export * from "babylonjs/Misc/typeStore";
  65330. export * from "babylonjs/Misc/webRequest";
  65331. export * from "babylonjs/Misc/iInspectable";
  65332. export * from "babylonjs/Misc/brdfTextureTools";
  65333. export * from "babylonjs/Misc/gradients";
  65334. export * from "babylonjs/Misc/perfCounter";
  65335. export * from "babylonjs/Misc/fileRequest";
  65336. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65337. export * from "babylonjs/Misc/retryStrategy";
  65338. export * from "babylonjs/Misc/loadFileError";
  65339. }
  65340. declare module "babylonjs/index" {
  65341. export * from "babylonjs/abstractScene";
  65342. export * from "babylonjs/Actions/index";
  65343. export * from "babylonjs/Animations/index";
  65344. export * from "babylonjs/assetContainer";
  65345. export * from "babylonjs/Audio/index";
  65346. export * from "babylonjs/Behaviors/index";
  65347. export * from "babylonjs/Bones/index";
  65348. export * from "babylonjs/Cameras/index";
  65349. export * from "babylonjs/Collisions/index";
  65350. export * from "babylonjs/Culling/index";
  65351. export * from "babylonjs/Debug/index";
  65352. export * from "babylonjs/Engines/index";
  65353. export * from "babylonjs/Events/index";
  65354. export * from "babylonjs/Gamepads/index";
  65355. export * from "babylonjs/Gizmos/index";
  65356. export * from "babylonjs/Helpers/index";
  65357. export * from "babylonjs/Instrumentation/index";
  65358. export * from "babylonjs/Layers/index";
  65359. export * from "babylonjs/LensFlares/index";
  65360. export * from "babylonjs/Lights/index";
  65361. export * from "babylonjs/Loading/index";
  65362. export * from "babylonjs/Materials/index";
  65363. export * from "babylonjs/Maths/index";
  65364. export * from "babylonjs/Meshes/index";
  65365. export * from "babylonjs/Morph/index";
  65366. export * from "babylonjs/Navigation/index";
  65367. export * from "babylonjs/node";
  65368. export * from "babylonjs/Offline/index";
  65369. export * from "babylonjs/Particles/index";
  65370. export * from "babylonjs/Physics/index";
  65371. export * from "babylonjs/PostProcesses/index";
  65372. export * from "babylonjs/Probes/index";
  65373. export * from "babylonjs/Rendering/index";
  65374. export * from "babylonjs/scene";
  65375. export * from "babylonjs/sceneComponent";
  65376. export * from "babylonjs/Sprites/index";
  65377. export * from "babylonjs/States/index";
  65378. export * from "babylonjs/Misc/index";
  65379. export * from "babylonjs/types";
  65380. }
  65381. declare module "babylonjs/Animations/pathCursor" {
  65382. import { Vector3 } from "babylonjs/Maths/math.vector";
  65383. import { Path2 } from "babylonjs/Maths/math.path";
  65384. /**
  65385. * A cursor which tracks a point on a path
  65386. */
  65387. export class PathCursor {
  65388. private path;
  65389. /**
  65390. * Stores path cursor callbacks for when an onchange event is triggered
  65391. */
  65392. private _onchange;
  65393. /**
  65394. * The value of the path cursor
  65395. */
  65396. value: number;
  65397. /**
  65398. * The animation array of the path cursor
  65399. */
  65400. animations: Animation[];
  65401. /**
  65402. * Initializes the path cursor
  65403. * @param path The path to track
  65404. */
  65405. constructor(path: Path2);
  65406. /**
  65407. * Gets the cursor point on the path
  65408. * @returns A point on the path cursor at the cursor location
  65409. */
  65410. getPoint(): Vector3;
  65411. /**
  65412. * Moves the cursor ahead by the step amount
  65413. * @param step The amount to move the cursor forward
  65414. * @returns This path cursor
  65415. */
  65416. moveAhead(step?: number): PathCursor;
  65417. /**
  65418. * Moves the cursor behind by the step amount
  65419. * @param step The amount to move the cursor back
  65420. * @returns This path cursor
  65421. */
  65422. moveBack(step?: number): PathCursor;
  65423. /**
  65424. * Moves the cursor by the step amount
  65425. * If the step amount is greater than one, an exception is thrown
  65426. * @param step The amount to move the cursor
  65427. * @returns This path cursor
  65428. */
  65429. move(step: number): PathCursor;
  65430. /**
  65431. * Ensures that the value is limited between zero and one
  65432. * @returns This path cursor
  65433. */
  65434. private ensureLimits;
  65435. /**
  65436. * Runs onchange callbacks on change (used by the animation engine)
  65437. * @returns This path cursor
  65438. */
  65439. private raiseOnChange;
  65440. /**
  65441. * Executes a function on change
  65442. * @param f A path cursor onchange callback
  65443. * @returns This path cursor
  65444. */
  65445. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65446. }
  65447. }
  65448. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65449. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65450. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65451. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65452. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65453. }
  65454. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65455. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65456. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65457. }
  65458. declare module "babylonjs/Engines/Processors/index" {
  65459. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65460. export * from "babylonjs/Engines/Processors/Expressions/index";
  65461. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65462. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65463. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65464. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65465. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65466. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65467. }
  65468. declare module "babylonjs/Legacy/legacy" {
  65469. import * as Babylon from "babylonjs/index";
  65470. export * from "babylonjs/index";
  65471. }
  65472. declare module "babylonjs/Shaders/blur.fragment" {
  65473. /** @hidden */
  65474. export var blurPixelShader: {
  65475. name: string;
  65476. shader: string;
  65477. };
  65478. }
  65479. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65480. /** @hidden */
  65481. export var pointCloudVertexDeclaration: {
  65482. name: string;
  65483. shader: string;
  65484. };
  65485. }
  65486. declare module "babylonjs" {
  65487. export * from "babylonjs/Legacy/legacy";
  65488. }
  65489. declare module BABYLON {
  65490. /** Alias type for value that can be null */
  65491. export type Nullable<T> = T | null;
  65492. /**
  65493. * Alias type for number that are floats
  65494. * @ignorenaming
  65495. */
  65496. export type float = number;
  65497. /**
  65498. * Alias type for number that are doubles.
  65499. * @ignorenaming
  65500. */
  65501. export type double = number;
  65502. /**
  65503. * Alias type for number that are integer
  65504. * @ignorenaming
  65505. */
  65506. export type int = number;
  65507. /** Alias type for number array or Float32Array */
  65508. export type FloatArray = number[] | Float32Array;
  65509. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65510. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65511. /**
  65512. * Alias for types that can be used by a Buffer or VertexBuffer.
  65513. */
  65514. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65515. /**
  65516. * Alias type for primitive types
  65517. * @ignorenaming
  65518. */
  65519. type Primitive = undefined | null | boolean | string | number | Function;
  65520. /**
  65521. * Type modifier to make all the properties of an object Readonly
  65522. */
  65523. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65524. /**
  65525. * Type modifier to make all the properties of an object Readonly recursively
  65526. */
  65527. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65528. /** @hidden */
  65529. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65530. }
  65531. /** @hidden */
  65532. /** @hidden */
  65533. type DeepImmutableObject<T> = {
  65534. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65535. };
  65536. }
  65537. declare module BABYLON {
  65538. /**
  65539. * A class serves as a medium between the observable and its observers
  65540. */
  65541. export class EventState {
  65542. /**
  65543. * Create a new EventState
  65544. * @param mask defines the mask associated with this state
  65545. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65546. * @param target defines the original target of the state
  65547. * @param currentTarget defines the current target of the state
  65548. */
  65549. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65550. /**
  65551. * Initialize the current event state
  65552. * @param mask defines the mask associated with this state
  65553. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65554. * @param target defines the original target of the state
  65555. * @param currentTarget defines the current target of the state
  65556. * @returns the current event state
  65557. */
  65558. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65559. /**
  65560. * An Observer can set this property to true to prevent subsequent observers of being notified
  65561. */
  65562. skipNextObservers: boolean;
  65563. /**
  65564. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65565. */
  65566. mask: number;
  65567. /**
  65568. * The object that originally notified the event
  65569. */
  65570. target?: any;
  65571. /**
  65572. * The current object in the bubbling phase
  65573. */
  65574. currentTarget?: any;
  65575. /**
  65576. * This will be populated with the return value of the last function that was executed.
  65577. * If it is the first function in the callback chain it will be the event data.
  65578. */
  65579. lastReturnValue?: any;
  65580. }
  65581. /**
  65582. * Represent an Observer registered to a given Observable object.
  65583. */
  65584. export class Observer<T> {
  65585. /**
  65586. * Defines the callback to call when the observer is notified
  65587. */
  65588. callback: (eventData: T, eventState: EventState) => void;
  65589. /**
  65590. * Defines the mask of the observer (used to filter notifications)
  65591. */
  65592. mask: number;
  65593. /**
  65594. * Defines the current scope used to restore the JS context
  65595. */
  65596. scope: any;
  65597. /** @hidden */
  65598. _willBeUnregistered: boolean;
  65599. /**
  65600. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65601. */
  65602. unregisterOnNextCall: boolean;
  65603. /**
  65604. * Creates a new observer
  65605. * @param callback defines the callback to call when the observer is notified
  65606. * @param mask defines the mask of the observer (used to filter notifications)
  65607. * @param scope defines the current scope used to restore the JS context
  65608. */
  65609. constructor(
  65610. /**
  65611. * Defines the callback to call when the observer is notified
  65612. */
  65613. callback: (eventData: T, eventState: EventState) => void,
  65614. /**
  65615. * Defines the mask of the observer (used to filter notifications)
  65616. */
  65617. mask: number,
  65618. /**
  65619. * Defines the current scope used to restore the JS context
  65620. */
  65621. scope?: any);
  65622. }
  65623. /**
  65624. * Represent a list of observers registered to multiple Observables object.
  65625. */
  65626. export class MultiObserver<T> {
  65627. private _observers;
  65628. private _observables;
  65629. /**
  65630. * Release associated resources
  65631. */
  65632. dispose(): void;
  65633. /**
  65634. * Raise a callback when one of the observable will notify
  65635. * @param observables defines a list of observables to watch
  65636. * @param callback defines the callback to call on notification
  65637. * @param mask defines the mask used to filter notifications
  65638. * @param scope defines the current scope used to restore the JS context
  65639. * @returns the new MultiObserver
  65640. */
  65641. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65642. }
  65643. /**
  65644. * The Observable class is a simple implementation of the Observable pattern.
  65645. *
  65646. * 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.
  65647. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65648. * 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).
  65649. * 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.
  65650. */
  65651. export class Observable<T> {
  65652. private _observers;
  65653. private _eventState;
  65654. private _onObserverAdded;
  65655. /**
  65656. * Gets the list of observers
  65657. */
  65658. readonly observers: Array<Observer<T>>;
  65659. /**
  65660. * Creates a new observable
  65661. * @param onObserverAdded defines a callback to call when a new observer is added
  65662. */
  65663. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65664. /**
  65665. * Create a new Observer with the specified callback
  65666. * @param callback the callback that will be executed for that Observer
  65667. * @param mask the mask used to filter observers
  65668. * @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.
  65669. * @param scope optional scope for the callback to be called from
  65670. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65671. * @returns the new observer created for the callback
  65672. */
  65673. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65674. /**
  65675. * Create a new Observer with the specified callback and unregisters after the next notification
  65676. * @param callback the callback that will be executed for that Observer
  65677. * @returns the new observer created for the callback
  65678. */
  65679. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65680. /**
  65681. * Remove an Observer from the Observable object
  65682. * @param observer the instance of the Observer to remove
  65683. * @returns false if it doesn't belong to this Observable
  65684. */
  65685. remove(observer: Nullable<Observer<T>>): boolean;
  65686. /**
  65687. * Remove a callback from the Observable object
  65688. * @param callback the callback to remove
  65689. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65690. * @returns false if it doesn't belong to this Observable
  65691. */
  65692. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65693. private _deferUnregister;
  65694. private _remove;
  65695. /**
  65696. * Moves the observable to the top of the observer list making it get called first when notified
  65697. * @param observer the observer to move
  65698. */
  65699. makeObserverTopPriority(observer: Observer<T>): void;
  65700. /**
  65701. * Moves the observable to the bottom of the observer list making it get called last when notified
  65702. * @param observer the observer to move
  65703. */
  65704. makeObserverBottomPriority(observer: Observer<T>): void;
  65705. /**
  65706. * Notify all Observers by calling their respective callback with the given data
  65707. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65708. * @param eventData defines the data to send to all observers
  65709. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65710. * @param target defines the original target of the state
  65711. * @param currentTarget defines the current target of the state
  65712. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65713. */
  65714. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65715. /**
  65716. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65717. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65718. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65719. * and it is crucial that all callbacks will be executed.
  65720. * The order of the callbacks is kept, callbacks are not executed parallel.
  65721. *
  65722. * @param eventData The data to be sent to each callback
  65723. * @param mask is used to filter observers defaults to -1
  65724. * @param target defines the callback target (see EventState)
  65725. * @param currentTarget defines he current object in the bubbling phase
  65726. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65727. */
  65728. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65729. /**
  65730. * Notify a specific observer
  65731. * @param observer defines the observer to notify
  65732. * @param eventData defines the data to be sent to each callback
  65733. * @param mask is used to filter observers defaults to -1
  65734. */
  65735. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65736. /**
  65737. * Gets a boolean indicating if the observable has at least one observer
  65738. * @returns true is the Observable has at least one Observer registered
  65739. */
  65740. hasObservers(): boolean;
  65741. /**
  65742. * Clear the list of observers
  65743. */
  65744. clear(): void;
  65745. /**
  65746. * Clone the current observable
  65747. * @returns a new observable
  65748. */
  65749. clone(): Observable<T>;
  65750. /**
  65751. * Does this observable handles observer registered with a given mask
  65752. * @param mask defines the mask to be tested
  65753. * @return whether or not one observer registered with the given mask is handeled
  65754. **/
  65755. hasSpecificMask(mask?: number): boolean;
  65756. }
  65757. }
  65758. declare module BABYLON {
  65759. /**
  65760. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65761. * Babylon.js
  65762. */
  65763. export class DomManagement {
  65764. /**
  65765. * Checks if the window object exists
  65766. * @returns true if the window object exists
  65767. */
  65768. static IsWindowObjectExist(): boolean;
  65769. /**
  65770. * Checks if the navigator object exists
  65771. * @returns true if the navigator object exists
  65772. */
  65773. static IsNavigatorAvailable(): boolean;
  65774. /**
  65775. * Extracts text content from a DOM element hierarchy
  65776. * @param element defines the root element
  65777. * @returns a string
  65778. */
  65779. static GetDOMTextContent(element: HTMLElement): string;
  65780. }
  65781. }
  65782. declare module BABYLON {
  65783. /**
  65784. * Logger used througouht the application to allow configuration of
  65785. * the log level required for the messages.
  65786. */
  65787. export class Logger {
  65788. /**
  65789. * No log
  65790. */
  65791. static readonly NoneLogLevel: number;
  65792. /**
  65793. * Only message logs
  65794. */
  65795. static readonly MessageLogLevel: number;
  65796. /**
  65797. * Only warning logs
  65798. */
  65799. static readonly WarningLogLevel: number;
  65800. /**
  65801. * Only error logs
  65802. */
  65803. static readonly ErrorLogLevel: number;
  65804. /**
  65805. * All logs
  65806. */
  65807. static readonly AllLogLevel: number;
  65808. private static _LogCache;
  65809. /**
  65810. * Gets a value indicating the number of loading errors
  65811. * @ignorenaming
  65812. */
  65813. static errorsCount: number;
  65814. /**
  65815. * Callback called when a new log is added
  65816. */
  65817. static OnNewCacheEntry: (entry: string) => void;
  65818. private static _AddLogEntry;
  65819. private static _FormatMessage;
  65820. private static _LogDisabled;
  65821. private static _LogEnabled;
  65822. private static _WarnDisabled;
  65823. private static _WarnEnabled;
  65824. private static _ErrorDisabled;
  65825. private static _ErrorEnabled;
  65826. /**
  65827. * Log a message to the console
  65828. */
  65829. static Log: (message: string) => void;
  65830. /**
  65831. * Write a warning message to the console
  65832. */
  65833. static Warn: (message: string) => void;
  65834. /**
  65835. * Write an error message to the console
  65836. */
  65837. static Error: (message: string) => void;
  65838. /**
  65839. * Gets current log cache (list of logs)
  65840. */
  65841. static readonly LogCache: string;
  65842. /**
  65843. * Clears the log cache
  65844. */
  65845. static ClearLogCache(): void;
  65846. /**
  65847. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65848. */
  65849. static LogLevels: number;
  65850. }
  65851. }
  65852. declare module BABYLON {
  65853. /** @hidden */
  65854. export class _TypeStore {
  65855. /** @hidden */
  65856. static RegisteredTypes: {
  65857. [key: string]: Object;
  65858. };
  65859. /** @hidden */
  65860. static GetClass(fqdn: string): any;
  65861. }
  65862. }
  65863. declare module BABYLON {
  65864. /**
  65865. * Class containing a set of static utilities functions for deep copy.
  65866. */
  65867. export class DeepCopier {
  65868. /**
  65869. * Tries to copy an object by duplicating every property
  65870. * @param source defines the source object
  65871. * @param destination defines the target object
  65872. * @param doNotCopyList defines a list of properties to avoid
  65873. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65874. */
  65875. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65876. }
  65877. }
  65878. declare module BABYLON {
  65879. /**
  65880. * Class containing a set of static utilities functions for precision date
  65881. */
  65882. export class PrecisionDate {
  65883. /**
  65884. * Gets either window.performance.now() if supported or Date.now() else
  65885. */
  65886. static readonly Now: number;
  65887. }
  65888. }
  65889. declare module BABYLON {
  65890. /** @hidden */
  65891. export class _DevTools {
  65892. static WarnImport(name: string): string;
  65893. }
  65894. }
  65895. declare module BABYLON {
  65896. /**
  65897. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65898. */
  65899. export class WebRequest {
  65900. private _xhr;
  65901. /**
  65902. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65903. * i.e. when loading files, where the server/service expects an Authorization header
  65904. */
  65905. static CustomRequestHeaders: {
  65906. [key: string]: string;
  65907. };
  65908. /**
  65909. * Add callback functions in this array to update all the requests before they get sent to the network
  65910. */
  65911. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65912. private _injectCustomRequestHeaders;
  65913. /**
  65914. * Gets or sets a function to be called when loading progress changes
  65915. */
  65916. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65917. /**
  65918. * Returns client's state
  65919. */
  65920. readonly readyState: number;
  65921. /**
  65922. * Returns client's status
  65923. */
  65924. readonly status: number;
  65925. /**
  65926. * Returns client's status as a text
  65927. */
  65928. readonly statusText: string;
  65929. /**
  65930. * Returns client's response
  65931. */
  65932. readonly response: any;
  65933. /**
  65934. * Returns client's response url
  65935. */
  65936. readonly responseURL: string;
  65937. /**
  65938. * Returns client's response as text
  65939. */
  65940. readonly responseText: string;
  65941. /**
  65942. * Gets or sets the expected response type
  65943. */
  65944. responseType: XMLHttpRequestResponseType;
  65945. /** @hidden */
  65946. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65947. /** @hidden */
  65948. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65949. /**
  65950. * Cancels any network activity
  65951. */
  65952. abort(): void;
  65953. /**
  65954. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65955. * @param body defines an optional request body
  65956. */
  65957. send(body?: Document | BodyInit | null): void;
  65958. /**
  65959. * Sets the request method, request URL
  65960. * @param method defines the method to use (GET, POST, etc..)
  65961. * @param url defines the url to connect with
  65962. */
  65963. open(method: string, url: string): void;
  65964. }
  65965. }
  65966. declare module BABYLON {
  65967. /**
  65968. * File request interface
  65969. */
  65970. export interface IFileRequest {
  65971. /**
  65972. * Raised when the request is complete (success or error).
  65973. */
  65974. onCompleteObservable: Observable<IFileRequest>;
  65975. /**
  65976. * Aborts the request for a file.
  65977. */
  65978. abort: () => void;
  65979. }
  65980. }
  65981. declare module BABYLON {
  65982. /**
  65983. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65984. */
  65985. export class PerformanceMonitor {
  65986. private _enabled;
  65987. private _rollingFrameTime;
  65988. private _lastFrameTimeMs;
  65989. /**
  65990. * constructor
  65991. * @param frameSampleSize The number of samples required to saturate the sliding window
  65992. */
  65993. constructor(frameSampleSize?: number);
  65994. /**
  65995. * Samples current frame
  65996. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65997. */
  65998. sampleFrame(timeMs?: number): void;
  65999. /**
  66000. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66001. */
  66002. readonly averageFrameTime: number;
  66003. /**
  66004. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66005. */
  66006. readonly averageFrameTimeVariance: number;
  66007. /**
  66008. * Returns the frame time of the most recent frame
  66009. */
  66010. readonly instantaneousFrameTime: number;
  66011. /**
  66012. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66013. */
  66014. readonly averageFPS: number;
  66015. /**
  66016. * Returns the average framerate in frames per second using the most recent frame time
  66017. */
  66018. readonly instantaneousFPS: number;
  66019. /**
  66020. * Returns true if enough samples have been taken to completely fill the sliding window
  66021. */
  66022. readonly isSaturated: boolean;
  66023. /**
  66024. * Enables contributions to the sliding window sample set
  66025. */
  66026. enable(): void;
  66027. /**
  66028. * Disables contributions to the sliding window sample set
  66029. * Samples will not be interpolated over the disabled period
  66030. */
  66031. disable(): void;
  66032. /**
  66033. * Returns true if sampling is enabled
  66034. */
  66035. readonly isEnabled: boolean;
  66036. /**
  66037. * Resets performance monitor
  66038. */
  66039. reset(): void;
  66040. }
  66041. /**
  66042. * RollingAverage
  66043. *
  66044. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66045. */
  66046. export class RollingAverage {
  66047. /**
  66048. * Current average
  66049. */
  66050. average: number;
  66051. /**
  66052. * Current variance
  66053. */
  66054. variance: number;
  66055. protected _samples: Array<number>;
  66056. protected _sampleCount: number;
  66057. protected _pos: number;
  66058. protected _m2: number;
  66059. /**
  66060. * constructor
  66061. * @param length The number of samples required to saturate the sliding window
  66062. */
  66063. constructor(length: number);
  66064. /**
  66065. * Adds a sample to the sample set
  66066. * @param v The sample value
  66067. */
  66068. add(v: number): void;
  66069. /**
  66070. * Returns previously added values or null if outside of history or outside the sliding window domain
  66071. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66072. * @return Value previously recorded with add() or null if outside of range
  66073. */
  66074. history(i: number): number;
  66075. /**
  66076. * Returns true if enough samples have been taken to completely fill the sliding window
  66077. * @return true if sample-set saturated
  66078. */
  66079. isSaturated(): boolean;
  66080. /**
  66081. * Resets the rolling average (equivalent to 0 samples taken so far)
  66082. */
  66083. reset(): void;
  66084. /**
  66085. * Wraps a value around the sample range boundaries
  66086. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66087. * @return Wrapped position in sample range
  66088. */
  66089. protected _wrapPosition(i: number): number;
  66090. }
  66091. }
  66092. declare module BABYLON {
  66093. /**
  66094. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66095. * The underlying implementation relies on an associative array to ensure the best performances.
  66096. * The value can be anything including 'null' but except 'undefined'
  66097. */
  66098. export class StringDictionary<T> {
  66099. /**
  66100. * This will clear this dictionary and copy the content from the 'source' one.
  66101. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66102. * @param source the dictionary to take the content from and copy to this dictionary
  66103. */
  66104. copyFrom(source: StringDictionary<T>): void;
  66105. /**
  66106. * Get a value based from its key
  66107. * @param key the given key to get the matching value from
  66108. * @return the value if found, otherwise undefined is returned
  66109. */
  66110. get(key: string): T | undefined;
  66111. /**
  66112. * Get a value from its key or add it if it doesn't exist.
  66113. * This method will ensure you that a given key/data will be present in the dictionary.
  66114. * @param key the given key to get the matching value from
  66115. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66116. * The factory will only be invoked if there's no data for the given key.
  66117. * @return the value corresponding to the key.
  66118. */
  66119. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66120. /**
  66121. * Get a value from its key if present in the dictionary otherwise add it
  66122. * @param key the key to get the value from
  66123. * @param val if there's no such key/value pair in the dictionary add it with this value
  66124. * @return the value corresponding to the key
  66125. */
  66126. getOrAdd(key: string, val: T): T;
  66127. /**
  66128. * Check if there's a given key in the dictionary
  66129. * @param key the key to check for
  66130. * @return true if the key is present, false otherwise
  66131. */
  66132. contains(key: string): boolean;
  66133. /**
  66134. * Add a new key and its corresponding value
  66135. * @param key the key to add
  66136. * @param value the value corresponding to the key
  66137. * @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
  66138. */
  66139. add(key: string, value: T): boolean;
  66140. /**
  66141. * Update a specific value associated to a key
  66142. * @param key defines the key to use
  66143. * @param value defines the value to store
  66144. * @returns true if the value was updated (or false if the key was not found)
  66145. */
  66146. set(key: string, value: T): boolean;
  66147. /**
  66148. * Get the element of the given key and remove it from the dictionary
  66149. * @param key defines the key to search
  66150. * @returns the value associated with the key or null if not found
  66151. */
  66152. getAndRemove(key: string): Nullable<T>;
  66153. /**
  66154. * Remove a key/value from the dictionary.
  66155. * @param key the key to remove
  66156. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66157. */
  66158. remove(key: string): boolean;
  66159. /**
  66160. * Clear the whole content of the dictionary
  66161. */
  66162. clear(): void;
  66163. /**
  66164. * Gets the current count
  66165. */
  66166. readonly count: number;
  66167. /**
  66168. * Execute a callback on each key/val of the dictionary.
  66169. * Note that you can remove any element in this dictionary in the callback implementation
  66170. * @param callback the callback to execute on a given key/value pair
  66171. */
  66172. forEach(callback: (key: string, val: T) => void): void;
  66173. /**
  66174. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66175. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66176. * Note that you can remove any element in this dictionary in the callback implementation
  66177. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66178. * @returns the first item
  66179. */
  66180. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66181. private _count;
  66182. private _data;
  66183. }
  66184. }
  66185. declare module BABYLON {
  66186. /**
  66187. * Class used to store gfx data (like WebGLBuffer)
  66188. */
  66189. export class DataBuffer {
  66190. /**
  66191. * Gets or sets the number of objects referencing this buffer
  66192. */
  66193. references: number;
  66194. /** Gets or sets the size of the underlying buffer */
  66195. capacity: number;
  66196. /**
  66197. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66198. */
  66199. is32Bits: boolean;
  66200. /**
  66201. * Gets the underlying buffer
  66202. */
  66203. readonly underlyingResource: any;
  66204. }
  66205. }
  66206. declare module BABYLON {
  66207. /**
  66208. * Class used to store data that will be store in GPU memory
  66209. */
  66210. export class Buffer {
  66211. private _engine;
  66212. private _buffer;
  66213. /** @hidden */
  66214. _data: Nullable<DataArray>;
  66215. private _updatable;
  66216. private _instanced;
  66217. /**
  66218. * Gets the byte stride.
  66219. */
  66220. readonly byteStride: number;
  66221. /**
  66222. * Constructor
  66223. * @param engine the engine
  66224. * @param data the data to use for this buffer
  66225. * @param updatable whether the data is updatable
  66226. * @param stride the stride (optional)
  66227. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66228. * @param instanced whether the buffer is instanced (optional)
  66229. * @param useBytes set to true if the stride in in bytes (optional)
  66230. */
  66231. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66232. /**
  66233. * Create a new VertexBuffer based on the current buffer
  66234. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66235. * @param offset defines offset in the buffer (0 by default)
  66236. * @param size defines the size in floats of attributes (position is 3 for instance)
  66237. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66238. * @param instanced defines if the vertex buffer contains indexed data
  66239. * @param useBytes defines if the offset and stride are in bytes
  66240. * @returns the new vertex buffer
  66241. */
  66242. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66243. /**
  66244. * Gets a boolean indicating if the Buffer is updatable?
  66245. * @returns true if the buffer is updatable
  66246. */
  66247. isUpdatable(): boolean;
  66248. /**
  66249. * Gets current buffer's data
  66250. * @returns a DataArray or null
  66251. */
  66252. getData(): Nullable<DataArray>;
  66253. /**
  66254. * Gets underlying native buffer
  66255. * @returns underlying native buffer
  66256. */
  66257. getBuffer(): Nullable<DataBuffer>;
  66258. /**
  66259. * Gets the stride in float32 units (i.e. byte stride / 4).
  66260. * May not be an integer if the byte stride is not divisible by 4.
  66261. * DEPRECATED. Use byteStride instead.
  66262. * @returns the stride in float32 units
  66263. */
  66264. getStrideSize(): number;
  66265. /**
  66266. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66267. * @param data defines the data to store
  66268. */
  66269. create(data?: Nullable<DataArray>): void;
  66270. /** @hidden */
  66271. _rebuild(): void;
  66272. /**
  66273. * Update current buffer data
  66274. * @param data defines the data to store
  66275. */
  66276. update(data: DataArray): void;
  66277. /**
  66278. * Updates the data directly.
  66279. * @param data the new data
  66280. * @param offset the new offset
  66281. * @param vertexCount the vertex count (optional)
  66282. * @param useBytes set to true if the offset is in bytes
  66283. */
  66284. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66285. /**
  66286. * Release all resources
  66287. */
  66288. dispose(): void;
  66289. }
  66290. /**
  66291. * Specialized buffer used to store vertex data
  66292. */
  66293. export class VertexBuffer {
  66294. /** @hidden */
  66295. _buffer: Buffer;
  66296. private _kind;
  66297. private _size;
  66298. private _ownsBuffer;
  66299. private _instanced;
  66300. private _instanceDivisor;
  66301. /**
  66302. * The byte type.
  66303. */
  66304. static readonly BYTE: number;
  66305. /**
  66306. * The unsigned byte type.
  66307. */
  66308. static readonly UNSIGNED_BYTE: number;
  66309. /**
  66310. * The short type.
  66311. */
  66312. static readonly SHORT: number;
  66313. /**
  66314. * The unsigned short type.
  66315. */
  66316. static readonly UNSIGNED_SHORT: number;
  66317. /**
  66318. * The integer type.
  66319. */
  66320. static readonly INT: number;
  66321. /**
  66322. * The unsigned integer type.
  66323. */
  66324. static readonly UNSIGNED_INT: number;
  66325. /**
  66326. * The float type.
  66327. */
  66328. static readonly FLOAT: number;
  66329. /**
  66330. * Gets or sets the instance divisor when in instanced mode
  66331. */
  66332. instanceDivisor: number;
  66333. /**
  66334. * Gets the byte stride.
  66335. */
  66336. readonly byteStride: number;
  66337. /**
  66338. * Gets the byte offset.
  66339. */
  66340. readonly byteOffset: number;
  66341. /**
  66342. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66343. */
  66344. readonly normalized: boolean;
  66345. /**
  66346. * Gets the data type of each component in the array.
  66347. */
  66348. readonly type: number;
  66349. /**
  66350. * Constructor
  66351. * @param engine the engine
  66352. * @param data the data to use for this vertex buffer
  66353. * @param kind the vertex buffer kind
  66354. * @param updatable whether the data is updatable
  66355. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66356. * @param stride the stride (optional)
  66357. * @param instanced whether the buffer is instanced (optional)
  66358. * @param offset the offset of the data (optional)
  66359. * @param size the number of components (optional)
  66360. * @param type the type of the component (optional)
  66361. * @param normalized whether the data contains normalized data (optional)
  66362. * @param useBytes set to true if stride and offset are in bytes (optional)
  66363. */
  66364. 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);
  66365. /** @hidden */
  66366. _rebuild(): void;
  66367. /**
  66368. * Returns the kind of the VertexBuffer (string)
  66369. * @returns a string
  66370. */
  66371. getKind(): string;
  66372. /**
  66373. * Gets a boolean indicating if the VertexBuffer is updatable?
  66374. * @returns true if the buffer is updatable
  66375. */
  66376. isUpdatable(): boolean;
  66377. /**
  66378. * Gets current buffer's data
  66379. * @returns a DataArray or null
  66380. */
  66381. getData(): Nullable<DataArray>;
  66382. /**
  66383. * Gets underlying native buffer
  66384. * @returns underlying native buffer
  66385. */
  66386. getBuffer(): Nullable<DataBuffer>;
  66387. /**
  66388. * Gets the stride in float32 units (i.e. byte stride / 4).
  66389. * May not be an integer if the byte stride is not divisible by 4.
  66390. * DEPRECATED. Use byteStride instead.
  66391. * @returns the stride in float32 units
  66392. */
  66393. getStrideSize(): number;
  66394. /**
  66395. * Returns the offset as a multiple of the type byte length.
  66396. * DEPRECATED. Use byteOffset instead.
  66397. * @returns the offset in bytes
  66398. */
  66399. getOffset(): number;
  66400. /**
  66401. * Returns the number of components per vertex attribute (integer)
  66402. * @returns the size in float
  66403. */
  66404. getSize(): number;
  66405. /**
  66406. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66407. * @returns true if this buffer is instanced
  66408. */
  66409. getIsInstanced(): boolean;
  66410. /**
  66411. * Returns the instancing divisor, zero for non-instanced (integer).
  66412. * @returns a number
  66413. */
  66414. getInstanceDivisor(): number;
  66415. /**
  66416. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66417. * @param data defines the data to store
  66418. */
  66419. create(data?: DataArray): void;
  66420. /**
  66421. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66422. * This function will create a new buffer if the current one is not updatable
  66423. * @param data defines the data to store
  66424. */
  66425. update(data: DataArray): void;
  66426. /**
  66427. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66428. * Returns the directly updated WebGLBuffer.
  66429. * @param data the new data
  66430. * @param offset the new offset
  66431. * @param useBytes set to true if the offset is in bytes
  66432. */
  66433. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66434. /**
  66435. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66436. */
  66437. dispose(): void;
  66438. /**
  66439. * Enumerates each value of this vertex buffer as numbers.
  66440. * @param count the number of values to enumerate
  66441. * @param callback the callback function called for each value
  66442. */
  66443. forEach(count: number, callback: (value: number, index: number) => void): void;
  66444. /**
  66445. * Positions
  66446. */
  66447. static readonly PositionKind: string;
  66448. /**
  66449. * Normals
  66450. */
  66451. static readonly NormalKind: string;
  66452. /**
  66453. * Tangents
  66454. */
  66455. static readonly TangentKind: string;
  66456. /**
  66457. * Texture coordinates
  66458. */
  66459. static readonly UVKind: string;
  66460. /**
  66461. * Texture coordinates 2
  66462. */
  66463. static readonly UV2Kind: string;
  66464. /**
  66465. * Texture coordinates 3
  66466. */
  66467. static readonly UV3Kind: string;
  66468. /**
  66469. * Texture coordinates 4
  66470. */
  66471. static readonly UV4Kind: string;
  66472. /**
  66473. * Texture coordinates 5
  66474. */
  66475. static readonly UV5Kind: string;
  66476. /**
  66477. * Texture coordinates 6
  66478. */
  66479. static readonly UV6Kind: string;
  66480. /**
  66481. * Colors
  66482. */
  66483. static readonly ColorKind: string;
  66484. /**
  66485. * Matrix indices (for bones)
  66486. */
  66487. static readonly MatricesIndicesKind: string;
  66488. /**
  66489. * Matrix weights (for bones)
  66490. */
  66491. static readonly MatricesWeightsKind: string;
  66492. /**
  66493. * Additional matrix indices (for bones)
  66494. */
  66495. static readonly MatricesIndicesExtraKind: string;
  66496. /**
  66497. * Additional matrix weights (for bones)
  66498. */
  66499. static readonly MatricesWeightsExtraKind: string;
  66500. /**
  66501. * Deduces the stride given a kind.
  66502. * @param kind The kind string to deduce
  66503. * @returns The deduced stride
  66504. */
  66505. static DeduceStride(kind: string): number;
  66506. /**
  66507. * Gets the byte length of the given type.
  66508. * @param type the type
  66509. * @returns the number of bytes
  66510. */
  66511. static GetTypeByteLength(type: number): number;
  66512. /**
  66513. * Enumerates each value of the given parameters as numbers.
  66514. * @param data the data to enumerate
  66515. * @param byteOffset the byte offset of the data
  66516. * @param byteStride the byte stride of the data
  66517. * @param componentCount the number of components per element
  66518. * @param componentType the type of the component
  66519. * @param count the number of values to enumerate
  66520. * @param normalized whether the data is normalized
  66521. * @param callback the callback function called for each value
  66522. */
  66523. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66524. private static _GetFloatValue;
  66525. }
  66526. }
  66527. declare module BABYLON {
  66528. /**
  66529. * Scalar computation library
  66530. */
  66531. export class Scalar {
  66532. /**
  66533. * Two pi constants convenient for computation.
  66534. */
  66535. static TwoPi: number;
  66536. /**
  66537. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66538. * @param a number
  66539. * @param b number
  66540. * @param epsilon (default = 1.401298E-45)
  66541. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66542. */
  66543. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66544. /**
  66545. * Returns a string : the upper case translation of the number i to hexadecimal.
  66546. * @param i number
  66547. * @returns the upper case translation of the number i to hexadecimal.
  66548. */
  66549. static ToHex(i: number): string;
  66550. /**
  66551. * Returns -1 if value is negative and +1 is value is positive.
  66552. * @param value the value
  66553. * @returns the value itself if it's equal to zero.
  66554. */
  66555. static Sign(value: number): number;
  66556. /**
  66557. * Returns the value itself if it's between min and max.
  66558. * Returns min if the value is lower than min.
  66559. * Returns max if the value is greater than max.
  66560. * @param value the value to clmap
  66561. * @param min the min value to clamp to (default: 0)
  66562. * @param max the max value to clamp to (default: 1)
  66563. * @returns the clamped value
  66564. */
  66565. static Clamp(value: number, min?: number, max?: number): number;
  66566. /**
  66567. * the log2 of value.
  66568. * @param value the value to compute log2 of
  66569. * @returns the log2 of value.
  66570. */
  66571. static Log2(value: number): number;
  66572. /**
  66573. * Loops the value, so that it is never larger than length and never smaller than 0.
  66574. *
  66575. * This is similar to the modulo operator but it works with floating point numbers.
  66576. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66577. * With t = 5 and length = 2.5, the result would be 0.0.
  66578. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66579. * @param value the value
  66580. * @param length the length
  66581. * @returns the looped value
  66582. */
  66583. static Repeat(value: number, length: number): number;
  66584. /**
  66585. * Normalize the value between 0.0 and 1.0 using min and max values
  66586. * @param value value to normalize
  66587. * @param min max to normalize between
  66588. * @param max min to normalize between
  66589. * @returns the normalized value
  66590. */
  66591. static Normalize(value: number, min: number, max: number): number;
  66592. /**
  66593. * Denormalize the value from 0.0 and 1.0 using min and max values
  66594. * @param normalized value to denormalize
  66595. * @param min max to denormalize between
  66596. * @param max min to denormalize between
  66597. * @returns the denormalized value
  66598. */
  66599. static Denormalize(normalized: number, min: number, max: number): number;
  66600. /**
  66601. * Calculates the shortest difference between two given angles given in degrees.
  66602. * @param current current angle in degrees
  66603. * @param target target angle in degrees
  66604. * @returns the delta
  66605. */
  66606. static DeltaAngle(current: number, target: number): number;
  66607. /**
  66608. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66609. * @param tx value
  66610. * @param length length
  66611. * @returns The returned value will move back and forth between 0 and length
  66612. */
  66613. static PingPong(tx: number, length: number): number;
  66614. /**
  66615. * Interpolates between min and max with smoothing at the limits.
  66616. *
  66617. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66618. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66619. * @param from from
  66620. * @param to to
  66621. * @param tx value
  66622. * @returns the smooth stepped value
  66623. */
  66624. static SmoothStep(from: number, to: number, tx: number): number;
  66625. /**
  66626. * Moves a value current towards target.
  66627. *
  66628. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66629. * Negative values of maxDelta pushes the value away from target.
  66630. * @param current current value
  66631. * @param target target value
  66632. * @param maxDelta max distance to move
  66633. * @returns resulting value
  66634. */
  66635. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66636. /**
  66637. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66638. *
  66639. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66640. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66641. * @param current current value
  66642. * @param target target value
  66643. * @param maxDelta max distance to move
  66644. * @returns resulting angle
  66645. */
  66646. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66647. /**
  66648. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66649. * @param start start value
  66650. * @param end target value
  66651. * @param amount amount to lerp between
  66652. * @returns the lerped value
  66653. */
  66654. static Lerp(start: number, end: number, amount: number): number;
  66655. /**
  66656. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66657. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66658. * @param start start value
  66659. * @param end target value
  66660. * @param amount amount to lerp between
  66661. * @returns the lerped value
  66662. */
  66663. static LerpAngle(start: number, end: number, amount: number): number;
  66664. /**
  66665. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66666. * @param a start value
  66667. * @param b target value
  66668. * @param value value between a and b
  66669. * @returns the inverseLerp value
  66670. */
  66671. static InverseLerp(a: number, b: number, value: number): number;
  66672. /**
  66673. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66674. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66675. * @param value1 spline value
  66676. * @param tangent1 spline value
  66677. * @param value2 spline value
  66678. * @param tangent2 spline value
  66679. * @param amount input value
  66680. * @returns hermite result
  66681. */
  66682. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66683. /**
  66684. * Returns a random float number between and min and max values
  66685. * @param min min value of random
  66686. * @param max max value of random
  66687. * @returns random value
  66688. */
  66689. static RandomRange(min: number, max: number): number;
  66690. /**
  66691. * This function returns percentage of a number in a given range.
  66692. *
  66693. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66694. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66695. * @param number to convert to percentage
  66696. * @param min min range
  66697. * @param max max range
  66698. * @returns the percentage
  66699. */
  66700. static RangeToPercent(number: number, min: number, max: number): number;
  66701. /**
  66702. * This function returns number that corresponds to the percentage in a given range.
  66703. *
  66704. * PercentToRange(0.34,0,100) will return 34.
  66705. * @param percent to convert to number
  66706. * @param min min range
  66707. * @param max max range
  66708. * @returns the number
  66709. */
  66710. static PercentToRange(percent: number, min: number, max: number): number;
  66711. /**
  66712. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66713. * @param angle The angle to normalize in radian.
  66714. * @return The converted angle.
  66715. */
  66716. static NormalizeRadians(angle: number): number;
  66717. }
  66718. }
  66719. declare module BABYLON {
  66720. /**
  66721. * Constant used to convert a value to gamma space
  66722. * @ignorenaming
  66723. */
  66724. export const ToGammaSpace: number;
  66725. /**
  66726. * Constant used to convert a value to linear space
  66727. * @ignorenaming
  66728. */
  66729. export const ToLinearSpace = 2.2;
  66730. /**
  66731. * Constant used to define the minimal number value in Babylon.js
  66732. * @ignorenaming
  66733. */
  66734. let Epsilon: number;
  66735. }
  66736. declare module BABYLON {
  66737. /**
  66738. * Class used to represent a viewport on screen
  66739. */
  66740. export class Viewport {
  66741. /** viewport left coordinate */
  66742. x: number;
  66743. /** viewport top coordinate */
  66744. y: number;
  66745. /**viewport width */
  66746. width: number;
  66747. /** viewport height */
  66748. height: number;
  66749. /**
  66750. * Creates a Viewport object located at (x, y) and sized (width, height)
  66751. * @param x defines viewport left coordinate
  66752. * @param y defines viewport top coordinate
  66753. * @param width defines the viewport width
  66754. * @param height defines the viewport height
  66755. */
  66756. constructor(
  66757. /** viewport left coordinate */
  66758. x: number,
  66759. /** viewport top coordinate */
  66760. y: number,
  66761. /**viewport width */
  66762. width: number,
  66763. /** viewport height */
  66764. height: number);
  66765. /**
  66766. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66767. * @param renderWidth defines the rendering width
  66768. * @param renderHeight defines the rendering height
  66769. * @returns a new Viewport
  66770. */
  66771. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66772. /**
  66773. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66774. * @param renderWidth defines the rendering width
  66775. * @param renderHeight defines the rendering height
  66776. * @param ref defines the target viewport
  66777. * @returns the current viewport
  66778. */
  66779. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66780. /**
  66781. * Returns a new Viewport copied from the current one
  66782. * @returns a new Viewport
  66783. */
  66784. clone(): Viewport;
  66785. }
  66786. }
  66787. declare module BABYLON {
  66788. /**
  66789. * Class containing a set of static utilities functions for arrays.
  66790. */
  66791. export class ArrayTools {
  66792. /**
  66793. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66794. * @param size the number of element to construct and put in the array
  66795. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66796. * @returns a new array filled with new objects
  66797. */
  66798. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66799. }
  66800. }
  66801. declare module BABYLON {
  66802. /**
  66803. * @hidden
  66804. */
  66805. export interface IColor4Like {
  66806. r: float;
  66807. g: float;
  66808. b: float;
  66809. a: float;
  66810. }
  66811. /**
  66812. * @hidden
  66813. */
  66814. export interface IColor3Like {
  66815. r: float;
  66816. g: float;
  66817. b: float;
  66818. }
  66819. /**
  66820. * @hidden
  66821. */
  66822. export interface IVector4Like {
  66823. x: float;
  66824. y: float;
  66825. z: float;
  66826. w: float;
  66827. }
  66828. /**
  66829. * @hidden
  66830. */
  66831. export interface IVector3Like {
  66832. x: float;
  66833. y: float;
  66834. z: float;
  66835. }
  66836. /**
  66837. * @hidden
  66838. */
  66839. export interface IVector2Like {
  66840. x: float;
  66841. y: float;
  66842. }
  66843. /**
  66844. * @hidden
  66845. */
  66846. export interface IMatrixLike {
  66847. toArray(): DeepImmutable<Float32Array>;
  66848. updateFlag: int;
  66849. }
  66850. /**
  66851. * @hidden
  66852. */
  66853. export interface IViewportLike {
  66854. x: float;
  66855. y: float;
  66856. width: float;
  66857. height: float;
  66858. }
  66859. /**
  66860. * @hidden
  66861. */
  66862. export interface IPlaneLike {
  66863. normal: IVector3Like;
  66864. d: float;
  66865. normalize(): void;
  66866. }
  66867. }
  66868. declare module BABYLON {
  66869. /**
  66870. * Class representing a vector containing 2 coordinates
  66871. */
  66872. export class Vector2 {
  66873. /** defines the first coordinate */
  66874. x: number;
  66875. /** defines the second coordinate */
  66876. y: number;
  66877. /**
  66878. * Creates a new Vector2 from the given x and y coordinates
  66879. * @param x defines the first coordinate
  66880. * @param y defines the second coordinate
  66881. */
  66882. constructor(
  66883. /** defines the first coordinate */
  66884. x?: number,
  66885. /** defines the second coordinate */
  66886. y?: number);
  66887. /**
  66888. * Gets a string with the Vector2 coordinates
  66889. * @returns a string with the Vector2 coordinates
  66890. */
  66891. toString(): string;
  66892. /**
  66893. * Gets class name
  66894. * @returns the string "Vector2"
  66895. */
  66896. getClassName(): string;
  66897. /**
  66898. * Gets current vector hash code
  66899. * @returns the Vector2 hash code as a number
  66900. */
  66901. getHashCode(): number;
  66902. /**
  66903. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66904. * @param array defines the source array
  66905. * @param index defines the offset in source array
  66906. * @returns the current Vector2
  66907. */
  66908. toArray(array: FloatArray, index?: number): Vector2;
  66909. /**
  66910. * Copy the current vector to an array
  66911. * @returns a new array with 2 elements: the Vector2 coordinates.
  66912. */
  66913. asArray(): number[];
  66914. /**
  66915. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66916. * @param source defines the source Vector2
  66917. * @returns the current updated Vector2
  66918. */
  66919. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66920. /**
  66921. * Sets the Vector2 coordinates with the given floats
  66922. * @param x defines the first coordinate
  66923. * @param y defines the second coordinate
  66924. * @returns the current updated Vector2
  66925. */
  66926. copyFromFloats(x: number, y: number): Vector2;
  66927. /**
  66928. * Sets the Vector2 coordinates with the given floats
  66929. * @param x defines the first coordinate
  66930. * @param y defines the second coordinate
  66931. * @returns the current updated Vector2
  66932. */
  66933. set(x: number, y: number): Vector2;
  66934. /**
  66935. * Add another vector with the current one
  66936. * @param otherVector defines the other vector
  66937. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66938. */
  66939. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66940. /**
  66941. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66942. * @param otherVector defines the other vector
  66943. * @param result defines the target vector
  66944. * @returns the unmodified current Vector2
  66945. */
  66946. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66947. /**
  66948. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66949. * @param otherVector defines the other vector
  66950. * @returns the current updated Vector2
  66951. */
  66952. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66953. /**
  66954. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66955. * @param otherVector defines the other vector
  66956. * @returns a new Vector2
  66957. */
  66958. addVector3(otherVector: Vector3): Vector2;
  66959. /**
  66960. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66961. * @param otherVector defines the other vector
  66962. * @returns a new Vector2
  66963. */
  66964. subtract(otherVector: Vector2): Vector2;
  66965. /**
  66966. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66967. * @param otherVector defines the other vector
  66968. * @param result defines the target vector
  66969. * @returns the unmodified current Vector2
  66970. */
  66971. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66972. /**
  66973. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66974. * @param otherVector defines the other vector
  66975. * @returns the current updated Vector2
  66976. */
  66977. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66978. /**
  66979. * Multiplies in place the current Vector2 coordinates by the given ones
  66980. * @param otherVector defines the other vector
  66981. * @returns the current updated Vector2
  66982. */
  66983. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66984. /**
  66985. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66986. * @param otherVector defines the other vector
  66987. * @returns a new Vector2
  66988. */
  66989. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66990. /**
  66991. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66992. * @param otherVector defines the other vector
  66993. * @param result defines the target vector
  66994. * @returns the unmodified current Vector2
  66995. */
  66996. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66997. /**
  66998. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66999. * @param x defines the first coordinate
  67000. * @param y defines the second coordinate
  67001. * @returns a new Vector2
  67002. */
  67003. multiplyByFloats(x: number, y: number): Vector2;
  67004. /**
  67005. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67006. * @param otherVector defines the other vector
  67007. * @returns a new Vector2
  67008. */
  67009. divide(otherVector: Vector2): Vector2;
  67010. /**
  67011. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67012. * @param otherVector defines the other vector
  67013. * @param result defines the target vector
  67014. * @returns the unmodified current Vector2
  67015. */
  67016. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67017. /**
  67018. * Divides the current Vector2 coordinates by the given ones
  67019. * @param otherVector defines the other vector
  67020. * @returns the current updated Vector2
  67021. */
  67022. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67023. /**
  67024. * Gets a new Vector2 with current Vector2 negated coordinates
  67025. * @returns a new Vector2
  67026. */
  67027. negate(): Vector2;
  67028. /**
  67029. * Multiply the Vector2 coordinates by scale
  67030. * @param scale defines the scaling factor
  67031. * @returns the current updated Vector2
  67032. */
  67033. scaleInPlace(scale: number): Vector2;
  67034. /**
  67035. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67036. * @param scale defines the scaling factor
  67037. * @returns a new Vector2
  67038. */
  67039. scale(scale: number): Vector2;
  67040. /**
  67041. * Scale the current Vector2 values by a factor to a given Vector2
  67042. * @param scale defines the scale factor
  67043. * @param result defines the Vector2 object where to store the result
  67044. * @returns the unmodified current Vector2
  67045. */
  67046. scaleToRef(scale: number, result: Vector2): Vector2;
  67047. /**
  67048. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67049. * @param scale defines the scale factor
  67050. * @param result defines the Vector2 object where to store the result
  67051. * @returns the unmodified current Vector2
  67052. */
  67053. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67054. /**
  67055. * Gets a boolean if two vectors are equals
  67056. * @param otherVector defines the other vector
  67057. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67058. */
  67059. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67060. /**
  67061. * Gets a boolean if two vectors are equals (using an epsilon value)
  67062. * @param otherVector defines the other vector
  67063. * @param epsilon defines the minimal distance to consider equality
  67064. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67065. */
  67066. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67067. /**
  67068. * Gets a new Vector2 from current Vector2 floored values
  67069. * @returns a new Vector2
  67070. */
  67071. floor(): Vector2;
  67072. /**
  67073. * Gets a new Vector2 from current Vector2 floored values
  67074. * @returns a new Vector2
  67075. */
  67076. fract(): Vector2;
  67077. /**
  67078. * Gets the length of the vector
  67079. * @returns the vector length (float)
  67080. */
  67081. length(): number;
  67082. /**
  67083. * Gets the vector squared length
  67084. * @returns the vector squared length (float)
  67085. */
  67086. lengthSquared(): number;
  67087. /**
  67088. * Normalize the vector
  67089. * @returns the current updated Vector2
  67090. */
  67091. normalize(): Vector2;
  67092. /**
  67093. * Gets a new Vector2 copied from the Vector2
  67094. * @returns a new Vector2
  67095. */
  67096. clone(): Vector2;
  67097. /**
  67098. * Gets a new Vector2(0, 0)
  67099. * @returns a new Vector2
  67100. */
  67101. static Zero(): Vector2;
  67102. /**
  67103. * Gets a new Vector2(1, 1)
  67104. * @returns a new Vector2
  67105. */
  67106. static One(): Vector2;
  67107. /**
  67108. * Gets a new Vector2 set from the given index element of the given array
  67109. * @param array defines the data source
  67110. * @param offset defines the offset in the data source
  67111. * @returns a new Vector2
  67112. */
  67113. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67114. /**
  67115. * Sets "result" from the given index element of the given array
  67116. * @param array defines the data source
  67117. * @param offset defines the offset in the data source
  67118. * @param result defines the target vector
  67119. */
  67120. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67121. /**
  67122. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67123. * @param value1 defines 1st point of control
  67124. * @param value2 defines 2nd point of control
  67125. * @param value3 defines 3rd point of control
  67126. * @param value4 defines 4th point of control
  67127. * @param amount defines the interpolation factor
  67128. * @returns a new Vector2
  67129. */
  67130. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67131. /**
  67132. * 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".
  67133. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67134. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67135. * @param value defines the value to clamp
  67136. * @param min defines the lower limit
  67137. * @param max defines the upper limit
  67138. * @returns a new Vector2
  67139. */
  67140. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67141. /**
  67142. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67143. * @param value1 defines the 1st control point
  67144. * @param tangent1 defines the outgoing tangent
  67145. * @param value2 defines the 2nd control point
  67146. * @param tangent2 defines the incoming tangent
  67147. * @param amount defines the interpolation factor
  67148. * @returns a new Vector2
  67149. */
  67150. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67151. /**
  67152. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67153. * @param start defines the start vector
  67154. * @param end defines the end vector
  67155. * @param amount defines the interpolation factor
  67156. * @returns a new Vector2
  67157. */
  67158. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67159. /**
  67160. * Gets the dot product of the vector "left" and the vector "right"
  67161. * @param left defines first vector
  67162. * @param right defines second vector
  67163. * @returns the dot product (float)
  67164. */
  67165. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67166. /**
  67167. * Returns a new Vector2 equal to the normalized given vector
  67168. * @param vector defines the vector to normalize
  67169. * @returns a new Vector2
  67170. */
  67171. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67172. /**
  67173. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67174. * @param left defines 1st vector
  67175. * @param right defines 2nd vector
  67176. * @returns a new Vector2
  67177. */
  67178. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67179. /**
  67180. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67181. * @param left defines 1st vector
  67182. * @param right defines 2nd vector
  67183. * @returns a new Vector2
  67184. */
  67185. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67186. /**
  67187. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67188. * @param vector defines the vector to transform
  67189. * @param transformation defines the matrix to apply
  67190. * @returns a new Vector2
  67191. */
  67192. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67193. /**
  67194. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67195. * @param vector defines the vector to transform
  67196. * @param transformation defines the matrix to apply
  67197. * @param result defines the target vector
  67198. */
  67199. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67200. /**
  67201. * Determines if a given vector is included in a triangle
  67202. * @param p defines the vector to test
  67203. * @param p0 defines 1st triangle point
  67204. * @param p1 defines 2nd triangle point
  67205. * @param p2 defines 3rd triangle point
  67206. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67207. */
  67208. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67209. /**
  67210. * Gets the distance between the vectors "value1" and "value2"
  67211. * @param value1 defines first vector
  67212. * @param value2 defines second vector
  67213. * @returns the distance between vectors
  67214. */
  67215. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67216. /**
  67217. * Returns the squared distance between the vectors "value1" and "value2"
  67218. * @param value1 defines first vector
  67219. * @param value2 defines second vector
  67220. * @returns the squared distance between vectors
  67221. */
  67222. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67223. /**
  67224. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67225. * @param value1 defines first vector
  67226. * @param value2 defines second vector
  67227. * @returns a new Vector2
  67228. */
  67229. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67230. /**
  67231. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67232. * @param p defines the middle point
  67233. * @param segA defines one point of the segment
  67234. * @param segB defines the other point of the segment
  67235. * @returns the shortest distance
  67236. */
  67237. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67238. }
  67239. /**
  67240. * Classed used to store (x,y,z) vector representation
  67241. * A Vector3 is the main object used in 3D geometry
  67242. * It can represent etiher the coordinates of a point the space, either a direction
  67243. * Reminder: js uses a left handed forward facing system
  67244. */
  67245. export class Vector3 {
  67246. /**
  67247. * Defines the first coordinates (on X axis)
  67248. */
  67249. x: number;
  67250. /**
  67251. * Defines the second coordinates (on Y axis)
  67252. */
  67253. y: number;
  67254. /**
  67255. * Defines the third coordinates (on Z axis)
  67256. */
  67257. z: number;
  67258. private static _UpReadOnly;
  67259. private static _ZeroReadOnly;
  67260. /**
  67261. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67262. * @param x defines the first coordinates (on X axis)
  67263. * @param y defines the second coordinates (on Y axis)
  67264. * @param z defines the third coordinates (on Z axis)
  67265. */
  67266. constructor(
  67267. /**
  67268. * Defines the first coordinates (on X axis)
  67269. */
  67270. x?: number,
  67271. /**
  67272. * Defines the second coordinates (on Y axis)
  67273. */
  67274. y?: number,
  67275. /**
  67276. * Defines the third coordinates (on Z axis)
  67277. */
  67278. z?: number);
  67279. /**
  67280. * Creates a string representation of the Vector3
  67281. * @returns a string with the Vector3 coordinates.
  67282. */
  67283. toString(): string;
  67284. /**
  67285. * Gets the class name
  67286. * @returns the string "Vector3"
  67287. */
  67288. getClassName(): string;
  67289. /**
  67290. * Creates the Vector3 hash code
  67291. * @returns a number which tends to be unique between Vector3 instances
  67292. */
  67293. getHashCode(): number;
  67294. /**
  67295. * Creates an array containing three elements : the coordinates of the Vector3
  67296. * @returns a new array of numbers
  67297. */
  67298. asArray(): number[];
  67299. /**
  67300. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67301. * @param array defines the destination array
  67302. * @param index defines the offset in the destination array
  67303. * @returns the current Vector3
  67304. */
  67305. toArray(array: FloatArray, index?: number): Vector3;
  67306. /**
  67307. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67308. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67309. */
  67310. toQuaternion(): Quaternion;
  67311. /**
  67312. * Adds the given vector to the current Vector3
  67313. * @param otherVector defines the second operand
  67314. * @returns the current updated Vector3
  67315. */
  67316. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67317. /**
  67318. * Adds the given coordinates to the current Vector3
  67319. * @param x defines the x coordinate of the operand
  67320. * @param y defines the y coordinate of the operand
  67321. * @param z defines the z coordinate of the operand
  67322. * @returns the current updated Vector3
  67323. */
  67324. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67325. /**
  67326. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67327. * @param otherVector defines the second operand
  67328. * @returns the resulting Vector3
  67329. */
  67330. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67331. /**
  67332. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67333. * @param otherVector defines the second operand
  67334. * @param result defines the Vector3 object where to store the result
  67335. * @returns the current Vector3
  67336. */
  67337. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67338. /**
  67339. * Subtract the given vector from the current Vector3
  67340. * @param otherVector defines the second operand
  67341. * @returns the current updated Vector3
  67342. */
  67343. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67344. /**
  67345. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67346. * @param otherVector defines the second operand
  67347. * @returns the resulting Vector3
  67348. */
  67349. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67350. /**
  67351. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67352. * @param otherVector defines the second operand
  67353. * @param result defines the Vector3 object where to store the result
  67354. * @returns the current Vector3
  67355. */
  67356. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67357. /**
  67358. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67359. * @param x defines the x coordinate of the operand
  67360. * @param y defines the y coordinate of the operand
  67361. * @param z defines the z coordinate of the operand
  67362. * @returns the resulting Vector3
  67363. */
  67364. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67365. /**
  67366. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67367. * @param x defines the x coordinate of the operand
  67368. * @param y defines the y coordinate of the operand
  67369. * @param z defines the z coordinate of the operand
  67370. * @param result defines the Vector3 object where to store the result
  67371. * @returns the current Vector3
  67372. */
  67373. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67374. /**
  67375. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67376. * @returns a new Vector3
  67377. */
  67378. negate(): Vector3;
  67379. /**
  67380. * Multiplies the Vector3 coordinates by the float "scale"
  67381. * @param scale defines the multiplier factor
  67382. * @returns the current updated Vector3
  67383. */
  67384. scaleInPlace(scale: number): Vector3;
  67385. /**
  67386. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67387. * @param scale defines the multiplier factor
  67388. * @returns a new Vector3
  67389. */
  67390. scale(scale: number): Vector3;
  67391. /**
  67392. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67393. * @param scale defines the multiplier factor
  67394. * @param result defines the Vector3 object where to store the result
  67395. * @returns the current Vector3
  67396. */
  67397. scaleToRef(scale: number, result: Vector3): Vector3;
  67398. /**
  67399. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67400. * @param scale defines the scale factor
  67401. * @param result defines the Vector3 object where to store the result
  67402. * @returns the unmodified current Vector3
  67403. */
  67404. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67405. /**
  67406. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67407. * @param otherVector defines the second operand
  67408. * @returns true if both vectors are equals
  67409. */
  67410. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67411. /**
  67412. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67413. * @param otherVector defines the second operand
  67414. * @param epsilon defines the minimal distance to define values as equals
  67415. * @returns true if both vectors are distant less than epsilon
  67416. */
  67417. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67418. /**
  67419. * Returns true if the current Vector3 coordinates equals the given floats
  67420. * @param x defines the x coordinate of the operand
  67421. * @param y defines the y coordinate of the operand
  67422. * @param z defines the z coordinate of the operand
  67423. * @returns true if both vectors are equals
  67424. */
  67425. equalsToFloats(x: number, y: number, z: number): boolean;
  67426. /**
  67427. * Multiplies the current Vector3 coordinates by the given ones
  67428. * @param otherVector defines the second operand
  67429. * @returns the current updated Vector3
  67430. */
  67431. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67432. /**
  67433. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67434. * @param otherVector defines the second operand
  67435. * @returns the new Vector3
  67436. */
  67437. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67438. /**
  67439. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67440. * @param otherVector defines the second operand
  67441. * @param result defines the Vector3 object where to store the result
  67442. * @returns the current Vector3
  67443. */
  67444. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67445. /**
  67446. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67447. * @param x defines the x coordinate of the operand
  67448. * @param y defines the y coordinate of the operand
  67449. * @param z defines the z coordinate of the operand
  67450. * @returns the new Vector3
  67451. */
  67452. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67453. /**
  67454. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67455. * @param otherVector defines the second operand
  67456. * @returns the new Vector3
  67457. */
  67458. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67459. /**
  67460. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67461. * @param otherVector defines the second operand
  67462. * @param result defines the Vector3 object where to store the result
  67463. * @returns the current Vector3
  67464. */
  67465. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67466. /**
  67467. * Divides the current Vector3 coordinates by the given ones.
  67468. * @param otherVector defines the second operand
  67469. * @returns the current updated Vector3
  67470. */
  67471. divideInPlace(otherVector: Vector3): Vector3;
  67472. /**
  67473. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67474. * @param other defines the second operand
  67475. * @returns the current updated Vector3
  67476. */
  67477. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67478. /**
  67479. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67480. * @param other defines the second operand
  67481. * @returns the current updated Vector3
  67482. */
  67483. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67484. /**
  67485. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67486. * @param x defines the x coordinate of the operand
  67487. * @param y defines the y coordinate of the operand
  67488. * @param z defines the z coordinate of the operand
  67489. * @returns the current updated Vector3
  67490. */
  67491. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67492. /**
  67493. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67494. * @param x defines the x coordinate of the operand
  67495. * @param y defines the y coordinate of the operand
  67496. * @param z defines the z coordinate of the operand
  67497. * @returns the current updated Vector3
  67498. */
  67499. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67500. /**
  67501. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67502. * Check if is non uniform within a certain amount of decimal places to account for this
  67503. * @param epsilon the amount the values can differ
  67504. * @returns if the the vector is non uniform to a certain number of decimal places
  67505. */
  67506. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67507. /**
  67508. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67509. */
  67510. readonly isNonUniform: boolean;
  67511. /**
  67512. * Gets a new Vector3 from current Vector3 floored values
  67513. * @returns a new Vector3
  67514. */
  67515. floor(): Vector3;
  67516. /**
  67517. * Gets a new Vector3 from current Vector3 floored values
  67518. * @returns a new Vector3
  67519. */
  67520. fract(): Vector3;
  67521. /**
  67522. * Gets the length of the Vector3
  67523. * @returns the length of the Vector3
  67524. */
  67525. length(): number;
  67526. /**
  67527. * Gets the squared length of the Vector3
  67528. * @returns squared length of the Vector3
  67529. */
  67530. lengthSquared(): number;
  67531. /**
  67532. * Normalize the current Vector3.
  67533. * Please note that this is an in place operation.
  67534. * @returns the current updated Vector3
  67535. */
  67536. normalize(): Vector3;
  67537. /**
  67538. * Reorders the x y z properties of the vector in place
  67539. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67540. * @returns the current updated vector
  67541. */
  67542. reorderInPlace(order: string): this;
  67543. /**
  67544. * Rotates the vector around 0,0,0 by a quaternion
  67545. * @param quaternion the rotation quaternion
  67546. * @param result vector to store the result
  67547. * @returns the resulting vector
  67548. */
  67549. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67550. /**
  67551. * Rotates a vector around a given point
  67552. * @param quaternion the rotation quaternion
  67553. * @param point the point to rotate around
  67554. * @param result vector to store the result
  67555. * @returns the resulting vector
  67556. */
  67557. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67558. /**
  67559. * Normalize the current Vector3 with the given input length.
  67560. * Please note that this is an in place operation.
  67561. * @param len the length of the vector
  67562. * @returns the current updated Vector3
  67563. */
  67564. normalizeFromLength(len: number): Vector3;
  67565. /**
  67566. * Normalize the current Vector3 to a new vector
  67567. * @returns the new Vector3
  67568. */
  67569. normalizeToNew(): Vector3;
  67570. /**
  67571. * Normalize the current Vector3 to the reference
  67572. * @param reference define the Vector3 to update
  67573. * @returns the updated Vector3
  67574. */
  67575. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67576. /**
  67577. * Creates a new Vector3 copied from the current Vector3
  67578. * @returns the new Vector3
  67579. */
  67580. clone(): Vector3;
  67581. /**
  67582. * Copies the given vector coordinates to the current Vector3 ones
  67583. * @param source defines the source Vector3
  67584. * @returns the current updated Vector3
  67585. */
  67586. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67587. /**
  67588. * Copies the given floats to the current Vector3 coordinates
  67589. * @param x defines the x coordinate of the operand
  67590. * @param y defines the y coordinate of the operand
  67591. * @param z defines the z coordinate of the operand
  67592. * @returns the current updated Vector3
  67593. */
  67594. copyFromFloats(x: number, y: number, z: number): Vector3;
  67595. /**
  67596. * Copies the given floats to the current Vector3 coordinates
  67597. * @param x defines the x coordinate of the operand
  67598. * @param y defines the y coordinate of the operand
  67599. * @param z defines the z coordinate of the operand
  67600. * @returns the current updated Vector3
  67601. */
  67602. set(x: number, y: number, z: number): Vector3;
  67603. /**
  67604. * Copies the given float to the current Vector3 coordinates
  67605. * @param v defines the x, y and z coordinates of the operand
  67606. * @returns the current updated Vector3
  67607. */
  67608. setAll(v: number): Vector3;
  67609. /**
  67610. * Get the clip factor between two vectors
  67611. * @param vector0 defines the first operand
  67612. * @param vector1 defines the second operand
  67613. * @param axis defines the axis to use
  67614. * @param size defines the size along the axis
  67615. * @returns the clip factor
  67616. */
  67617. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67618. /**
  67619. * Get angle between two vectors
  67620. * @param vector0 angle between vector0 and vector1
  67621. * @param vector1 angle between vector0 and vector1
  67622. * @param normal direction of the normal
  67623. * @return the angle between vector0 and vector1
  67624. */
  67625. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67626. /**
  67627. * Returns a new Vector3 set from the index "offset" of the given array
  67628. * @param array defines the source array
  67629. * @param offset defines the offset in the source array
  67630. * @returns the new Vector3
  67631. */
  67632. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67633. /**
  67634. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67635. * This function is deprecated. Use FromArray instead
  67636. * @param array defines the source array
  67637. * @param offset defines the offset in the source array
  67638. * @returns the new Vector3
  67639. */
  67640. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67641. /**
  67642. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67643. * @param array defines the source array
  67644. * @param offset defines the offset in the source array
  67645. * @param result defines the Vector3 where to store the result
  67646. */
  67647. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67648. /**
  67649. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67650. * This function is deprecated. Use FromArrayToRef instead.
  67651. * @param array defines the source array
  67652. * @param offset defines the offset in the source array
  67653. * @param result defines the Vector3 where to store the result
  67654. */
  67655. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67656. /**
  67657. * Sets the given vector "result" with the given floats.
  67658. * @param x defines the x coordinate of the source
  67659. * @param y defines the y coordinate of the source
  67660. * @param z defines the z coordinate of the source
  67661. * @param result defines the Vector3 where to store the result
  67662. */
  67663. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67664. /**
  67665. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67666. * @returns a new empty Vector3
  67667. */
  67668. static Zero(): Vector3;
  67669. /**
  67670. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67671. * @returns a new unit Vector3
  67672. */
  67673. static One(): Vector3;
  67674. /**
  67675. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67676. * @returns a new up Vector3
  67677. */
  67678. static Up(): Vector3;
  67679. /**
  67680. * Gets a up Vector3 that must not be updated
  67681. */
  67682. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67683. /**
  67684. * Gets a zero Vector3 that must not be updated
  67685. */
  67686. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67687. /**
  67688. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67689. * @returns a new down Vector3
  67690. */
  67691. static Down(): Vector3;
  67692. /**
  67693. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67694. * @returns a new forward Vector3
  67695. */
  67696. static Forward(): Vector3;
  67697. /**
  67698. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67699. * @returns a new forward Vector3
  67700. */
  67701. static Backward(): Vector3;
  67702. /**
  67703. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67704. * @returns a new right Vector3
  67705. */
  67706. static Right(): Vector3;
  67707. /**
  67708. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67709. * @returns a new left Vector3
  67710. */
  67711. static Left(): Vector3;
  67712. /**
  67713. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67714. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67715. * @param vector defines the Vector3 to transform
  67716. * @param transformation defines the transformation matrix
  67717. * @returns the transformed Vector3
  67718. */
  67719. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67720. /**
  67721. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67722. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67723. * @param vector defines the Vector3 to transform
  67724. * @param transformation defines the transformation matrix
  67725. * @param result defines the Vector3 where to store the result
  67726. */
  67727. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67728. /**
  67729. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67730. * This method computes tranformed coordinates only, not transformed direction vectors
  67731. * @param x define the x coordinate of the source vector
  67732. * @param y define the y coordinate of the source vector
  67733. * @param z define the z coordinate of the source vector
  67734. * @param transformation defines the transformation matrix
  67735. * @param result defines the Vector3 where to store the result
  67736. */
  67737. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67738. /**
  67739. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67740. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67741. * @param vector defines the Vector3 to transform
  67742. * @param transformation defines the transformation matrix
  67743. * @returns the new Vector3
  67744. */
  67745. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67746. /**
  67747. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67748. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67749. * @param vector defines the Vector3 to transform
  67750. * @param transformation defines the transformation matrix
  67751. * @param result defines the Vector3 where to store the result
  67752. */
  67753. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67754. /**
  67755. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67756. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67757. * @param x define the x coordinate of the source vector
  67758. * @param y define the y coordinate of the source vector
  67759. * @param z define the z coordinate of the source vector
  67760. * @param transformation defines the transformation matrix
  67761. * @param result defines the Vector3 where to store the result
  67762. */
  67763. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67764. /**
  67765. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67766. * @param value1 defines the first control point
  67767. * @param value2 defines the second control point
  67768. * @param value3 defines the third control point
  67769. * @param value4 defines the fourth control point
  67770. * @param amount defines the amount on the spline to use
  67771. * @returns the new Vector3
  67772. */
  67773. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67774. /**
  67775. * 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"
  67776. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67777. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67778. * @param value defines the current value
  67779. * @param min defines the lower range value
  67780. * @param max defines the upper range value
  67781. * @returns the new Vector3
  67782. */
  67783. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67784. /**
  67785. * 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"
  67786. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67787. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67788. * @param value defines the current value
  67789. * @param min defines the lower range value
  67790. * @param max defines the upper range value
  67791. * @param result defines the Vector3 where to store the result
  67792. */
  67793. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67794. /**
  67795. * Checks if a given vector is inside a specific range
  67796. * @param v defines the vector to test
  67797. * @param min defines the minimum range
  67798. * @param max defines the maximum range
  67799. */
  67800. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67801. /**
  67802. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67803. * @param value1 defines the first control point
  67804. * @param tangent1 defines the first tangent vector
  67805. * @param value2 defines the second control point
  67806. * @param tangent2 defines the second tangent vector
  67807. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67808. * @returns the new Vector3
  67809. */
  67810. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67811. /**
  67812. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67813. * @param start defines the start value
  67814. * @param end defines the end value
  67815. * @param amount max defines amount between both (between 0 and 1)
  67816. * @returns the new Vector3
  67817. */
  67818. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67819. /**
  67820. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67821. * @param start defines the start value
  67822. * @param end defines the end value
  67823. * @param amount max defines amount between both (between 0 and 1)
  67824. * @param result defines the Vector3 where to store the result
  67825. */
  67826. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67827. /**
  67828. * Returns the dot product (float) between the vectors "left" and "right"
  67829. * @param left defines the left operand
  67830. * @param right defines the right operand
  67831. * @returns the dot product
  67832. */
  67833. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67834. /**
  67835. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67836. * The cross product is then orthogonal to both "left" and "right"
  67837. * @param left defines the left operand
  67838. * @param right defines the right operand
  67839. * @returns the cross product
  67840. */
  67841. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67842. /**
  67843. * Sets the given vector "result" with the cross product of "left" and "right"
  67844. * The cross product is then orthogonal to both "left" and "right"
  67845. * @param left defines the left operand
  67846. * @param right defines the right operand
  67847. * @param result defines the Vector3 where to store the result
  67848. */
  67849. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67850. /**
  67851. * Returns a new Vector3 as the normalization of the given vector
  67852. * @param vector defines the Vector3 to normalize
  67853. * @returns the new Vector3
  67854. */
  67855. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67856. /**
  67857. * Sets the given vector "result" with the normalization of the given first vector
  67858. * @param vector defines the Vector3 to normalize
  67859. * @param result defines the Vector3 where to store the result
  67860. */
  67861. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67862. /**
  67863. * Project a Vector3 onto screen space
  67864. * @param vector defines the Vector3 to project
  67865. * @param world defines the world matrix to use
  67866. * @param transform defines the transform (view x projection) matrix to use
  67867. * @param viewport defines the screen viewport to use
  67868. * @returns the new Vector3
  67869. */
  67870. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67871. /** @hidden */
  67872. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67873. /**
  67874. * Unproject from screen space to object space
  67875. * @param source defines the screen space Vector3 to use
  67876. * @param viewportWidth defines the current width of the viewport
  67877. * @param viewportHeight defines the current height of the viewport
  67878. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67879. * @param transform defines the transform (view x projection) matrix to use
  67880. * @returns the new Vector3
  67881. */
  67882. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67883. /**
  67884. * Unproject from screen space to object space
  67885. * @param source defines the screen space Vector3 to use
  67886. * @param viewportWidth defines the current width of the viewport
  67887. * @param viewportHeight defines the current height of the viewport
  67888. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67889. * @param view defines the view matrix to use
  67890. * @param projection defines the projection matrix to use
  67891. * @returns the new Vector3
  67892. */
  67893. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67894. /**
  67895. * Unproject from screen space to object space
  67896. * @param source defines the screen space Vector3 to use
  67897. * @param viewportWidth defines the current width of the viewport
  67898. * @param viewportHeight defines the current height of the viewport
  67899. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67900. * @param view defines the view matrix to use
  67901. * @param projection defines the projection matrix to use
  67902. * @param result defines the Vector3 where to store the result
  67903. */
  67904. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67905. /**
  67906. * Unproject from screen space to object space
  67907. * @param sourceX defines the screen space x coordinate to use
  67908. * @param sourceY defines the screen space y coordinate to use
  67909. * @param sourceZ defines the screen space z coordinate to use
  67910. * @param viewportWidth defines the current width of the viewport
  67911. * @param viewportHeight defines the current height of the viewport
  67912. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67913. * @param view defines the view matrix to use
  67914. * @param projection defines the projection matrix to use
  67915. * @param result defines the Vector3 where to store the result
  67916. */
  67917. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67918. /**
  67919. * Gets the minimal coordinate values between two Vector3
  67920. * @param left defines the first operand
  67921. * @param right defines the second operand
  67922. * @returns the new Vector3
  67923. */
  67924. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67925. /**
  67926. * Gets the maximal coordinate values between two Vector3
  67927. * @param left defines the first operand
  67928. * @param right defines the second operand
  67929. * @returns the new Vector3
  67930. */
  67931. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67932. /**
  67933. * Returns the distance between the vectors "value1" and "value2"
  67934. * @param value1 defines the first operand
  67935. * @param value2 defines the second operand
  67936. * @returns the distance
  67937. */
  67938. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67939. /**
  67940. * Returns the squared distance between the vectors "value1" and "value2"
  67941. * @param value1 defines the first operand
  67942. * @param value2 defines the second operand
  67943. * @returns the squared distance
  67944. */
  67945. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67946. /**
  67947. * Returns a new Vector3 located at the center between "value1" and "value2"
  67948. * @param value1 defines the first operand
  67949. * @param value2 defines the second operand
  67950. * @returns the new Vector3
  67951. */
  67952. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67953. /**
  67954. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67955. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67956. * to something in order to rotate it from its local system to the given target system
  67957. * Note: axis1, axis2 and axis3 are normalized during this operation
  67958. * @param axis1 defines the first axis
  67959. * @param axis2 defines the second axis
  67960. * @param axis3 defines the third axis
  67961. * @returns a new Vector3
  67962. */
  67963. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67964. /**
  67965. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67966. * @param axis1 defines the first axis
  67967. * @param axis2 defines the second axis
  67968. * @param axis3 defines the third axis
  67969. * @param ref defines the Vector3 where to store the result
  67970. */
  67971. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67972. }
  67973. /**
  67974. * Vector4 class created for EulerAngle class conversion to Quaternion
  67975. */
  67976. export class Vector4 {
  67977. /** x value of the vector */
  67978. x: number;
  67979. /** y value of the vector */
  67980. y: number;
  67981. /** z value of the vector */
  67982. z: number;
  67983. /** w value of the vector */
  67984. w: number;
  67985. /**
  67986. * Creates a Vector4 object from the given floats.
  67987. * @param x x value of the vector
  67988. * @param y y value of the vector
  67989. * @param z z value of the vector
  67990. * @param w w value of the vector
  67991. */
  67992. constructor(
  67993. /** x value of the vector */
  67994. x: number,
  67995. /** y value of the vector */
  67996. y: number,
  67997. /** z value of the vector */
  67998. z: number,
  67999. /** w value of the vector */
  68000. w: number);
  68001. /**
  68002. * Returns the string with the Vector4 coordinates.
  68003. * @returns a string containing all the vector values
  68004. */
  68005. toString(): string;
  68006. /**
  68007. * Returns the string "Vector4".
  68008. * @returns "Vector4"
  68009. */
  68010. getClassName(): string;
  68011. /**
  68012. * Returns the Vector4 hash code.
  68013. * @returns a unique hash code
  68014. */
  68015. getHashCode(): number;
  68016. /**
  68017. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68018. * @returns the resulting array
  68019. */
  68020. asArray(): number[];
  68021. /**
  68022. * Populates the given array from the given index with the Vector4 coordinates.
  68023. * @param array array to populate
  68024. * @param index index of the array to start at (default: 0)
  68025. * @returns the Vector4.
  68026. */
  68027. toArray(array: FloatArray, index?: number): Vector4;
  68028. /**
  68029. * Adds the given vector to the current Vector4.
  68030. * @param otherVector the vector to add
  68031. * @returns the updated Vector4.
  68032. */
  68033. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68034. /**
  68035. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68036. * @param otherVector the vector to add
  68037. * @returns the resulting vector
  68038. */
  68039. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68040. /**
  68041. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68042. * @param otherVector the vector to add
  68043. * @param result the vector to store the result
  68044. * @returns the current Vector4.
  68045. */
  68046. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68047. /**
  68048. * Subtract in place the given vector from the current Vector4.
  68049. * @param otherVector the vector to subtract
  68050. * @returns the updated Vector4.
  68051. */
  68052. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68053. /**
  68054. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68055. * @param otherVector the vector to add
  68056. * @returns the new vector with the result
  68057. */
  68058. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68059. /**
  68060. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68061. * @param otherVector the vector to subtract
  68062. * @param result the vector to store the result
  68063. * @returns the current Vector4.
  68064. */
  68065. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68066. /**
  68067. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68068. */
  68069. /**
  68070. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68071. * @param x value to subtract
  68072. * @param y value to subtract
  68073. * @param z value to subtract
  68074. * @param w value to subtract
  68075. * @returns new vector containing the result
  68076. */
  68077. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68078. /**
  68079. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68080. * @param x value to subtract
  68081. * @param y value to subtract
  68082. * @param z value to subtract
  68083. * @param w value to subtract
  68084. * @param result the vector to store the result in
  68085. * @returns the current Vector4.
  68086. */
  68087. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68088. /**
  68089. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68090. * @returns a new vector with the negated values
  68091. */
  68092. negate(): Vector4;
  68093. /**
  68094. * Multiplies the current Vector4 coordinates by scale (float).
  68095. * @param scale the number to scale with
  68096. * @returns the updated Vector4.
  68097. */
  68098. scaleInPlace(scale: number): Vector4;
  68099. /**
  68100. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68101. * @param scale the number to scale with
  68102. * @returns a new vector with the result
  68103. */
  68104. scale(scale: number): Vector4;
  68105. /**
  68106. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68107. * @param scale the number to scale with
  68108. * @param result a vector to store the result in
  68109. * @returns the current Vector4.
  68110. */
  68111. scaleToRef(scale: number, result: Vector4): Vector4;
  68112. /**
  68113. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68114. * @param scale defines the scale factor
  68115. * @param result defines the Vector4 object where to store the result
  68116. * @returns the unmodified current Vector4
  68117. */
  68118. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68119. /**
  68120. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68121. * @param otherVector the vector to compare against
  68122. * @returns true if they are equal
  68123. */
  68124. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68125. /**
  68126. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68127. * @param otherVector vector to compare against
  68128. * @param epsilon (Default: very small number)
  68129. * @returns true if they are equal
  68130. */
  68131. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68132. /**
  68133. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68134. * @param x x value to compare against
  68135. * @param y y value to compare against
  68136. * @param z z value to compare against
  68137. * @param w w value to compare against
  68138. * @returns true if equal
  68139. */
  68140. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68141. /**
  68142. * Multiplies in place the current Vector4 by the given one.
  68143. * @param otherVector vector to multiple with
  68144. * @returns the updated Vector4.
  68145. */
  68146. multiplyInPlace(otherVector: Vector4): Vector4;
  68147. /**
  68148. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68149. * @param otherVector vector to multiple with
  68150. * @returns resulting new vector
  68151. */
  68152. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68153. /**
  68154. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68155. * @param otherVector vector to multiple with
  68156. * @param result vector to store the result
  68157. * @returns the current Vector4.
  68158. */
  68159. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68160. /**
  68161. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68162. * @param x x value multiply with
  68163. * @param y y value multiply with
  68164. * @param z z value multiply with
  68165. * @param w w value multiply with
  68166. * @returns resulting new vector
  68167. */
  68168. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68169. /**
  68170. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68171. * @param otherVector vector to devide with
  68172. * @returns resulting new vector
  68173. */
  68174. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68175. /**
  68176. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68177. * @param otherVector vector to devide with
  68178. * @param result vector to store the result
  68179. * @returns the current Vector4.
  68180. */
  68181. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68182. /**
  68183. * Divides the current Vector3 coordinates by the given ones.
  68184. * @param otherVector vector to devide with
  68185. * @returns the updated Vector3.
  68186. */
  68187. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68188. /**
  68189. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68190. * @param other defines the second operand
  68191. * @returns the current updated Vector4
  68192. */
  68193. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68194. /**
  68195. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68196. * @param other defines the second operand
  68197. * @returns the current updated Vector4
  68198. */
  68199. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68200. /**
  68201. * Gets a new Vector4 from current Vector4 floored values
  68202. * @returns a new Vector4
  68203. */
  68204. floor(): Vector4;
  68205. /**
  68206. * Gets a new Vector4 from current Vector3 floored values
  68207. * @returns a new Vector4
  68208. */
  68209. fract(): Vector4;
  68210. /**
  68211. * Returns the Vector4 length (float).
  68212. * @returns the length
  68213. */
  68214. length(): number;
  68215. /**
  68216. * Returns the Vector4 squared length (float).
  68217. * @returns the length squared
  68218. */
  68219. lengthSquared(): number;
  68220. /**
  68221. * Normalizes in place the Vector4.
  68222. * @returns the updated Vector4.
  68223. */
  68224. normalize(): Vector4;
  68225. /**
  68226. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68227. * @returns this converted to a new vector3
  68228. */
  68229. toVector3(): Vector3;
  68230. /**
  68231. * Returns a new Vector4 copied from the current one.
  68232. * @returns the new cloned vector
  68233. */
  68234. clone(): Vector4;
  68235. /**
  68236. * Updates the current Vector4 with the given one coordinates.
  68237. * @param source the source vector to copy from
  68238. * @returns the updated Vector4.
  68239. */
  68240. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68241. /**
  68242. * Updates the current Vector4 coordinates with the given floats.
  68243. * @param x float to copy from
  68244. * @param y float to copy from
  68245. * @param z float to copy from
  68246. * @param w float to copy from
  68247. * @returns the updated Vector4.
  68248. */
  68249. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68250. /**
  68251. * Updates the current Vector4 coordinates with the given floats.
  68252. * @param x float to set from
  68253. * @param y float to set from
  68254. * @param z float to set from
  68255. * @param w float to set from
  68256. * @returns the updated Vector4.
  68257. */
  68258. set(x: number, y: number, z: number, w: number): Vector4;
  68259. /**
  68260. * Copies the given float to the current Vector3 coordinates
  68261. * @param v defines the x, y, z and w coordinates of the operand
  68262. * @returns the current updated Vector3
  68263. */
  68264. setAll(v: number): Vector4;
  68265. /**
  68266. * Returns a new Vector4 set from the starting index of the given array.
  68267. * @param array the array to pull values from
  68268. * @param offset the offset into the array to start at
  68269. * @returns the new vector
  68270. */
  68271. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68272. /**
  68273. * Updates the given vector "result" from the starting index of the given array.
  68274. * @param array the array to pull values from
  68275. * @param offset the offset into the array to start at
  68276. * @param result the vector to store the result in
  68277. */
  68278. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68279. /**
  68280. * Updates the given vector "result" from the starting index of the given Float32Array.
  68281. * @param array the array to pull values from
  68282. * @param offset the offset into the array to start at
  68283. * @param result the vector to store the result in
  68284. */
  68285. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68286. /**
  68287. * Updates the given vector "result" coordinates from 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. * @param result the vector to the floats in
  68293. */
  68294. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68295. /**
  68296. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68297. * @returns the new vector
  68298. */
  68299. static Zero(): Vector4;
  68300. /**
  68301. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68302. * @returns the new vector
  68303. */
  68304. static One(): Vector4;
  68305. /**
  68306. * Returns a new normalized Vector4 from the given one.
  68307. * @param vector the vector to normalize
  68308. * @returns the vector
  68309. */
  68310. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68311. /**
  68312. * Updates the given vector "result" from the normalization of the given one.
  68313. * @param vector the vector to normalize
  68314. * @param result the vector to store the result in
  68315. */
  68316. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68317. /**
  68318. * Returns a vector with the minimum values from the left and right vectors
  68319. * @param left left vector to minimize
  68320. * @param right right vector to minimize
  68321. * @returns a new vector with the minimum of the left and right vector values
  68322. */
  68323. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68324. /**
  68325. * Returns a vector with the maximum values from the left and right vectors
  68326. * @param left left vector to maximize
  68327. * @param right right vector to maximize
  68328. * @returns a new vector with the maximum of the left and right vector values
  68329. */
  68330. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68331. /**
  68332. * Returns the distance (float) between the vectors "value1" and "value2".
  68333. * @param value1 value to calulate the distance between
  68334. * @param value2 value to calulate the distance between
  68335. * @return the distance between the two vectors
  68336. */
  68337. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68338. /**
  68339. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68340. * @param value1 value to calulate the distance between
  68341. * @param value2 value to calulate the distance between
  68342. * @return the distance between the two vectors squared
  68343. */
  68344. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68345. /**
  68346. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68347. * @param value1 value to calulate the center between
  68348. * @param value2 value to calulate the center between
  68349. * @return the center between the two vectors
  68350. */
  68351. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68352. /**
  68353. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68354. * This methods computes transformed normalized direction vectors only.
  68355. * @param vector the vector to transform
  68356. * @param transformation the transformation matrix to apply
  68357. * @returns the new vector
  68358. */
  68359. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68360. /**
  68361. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68362. * This methods computes transformed normalized direction vectors only.
  68363. * @param vector the vector to transform
  68364. * @param transformation the transformation matrix to apply
  68365. * @param result the vector to store the result in
  68366. */
  68367. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68368. /**
  68369. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68370. * This methods computes transformed normalized direction vectors only.
  68371. * @param x value to transform
  68372. * @param y value to transform
  68373. * @param z value to transform
  68374. * @param w value to transform
  68375. * @param transformation the transformation matrix to apply
  68376. * @param result the vector to store the results in
  68377. */
  68378. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68379. /**
  68380. * Creates a new Vector4 from a Vector3
  68381. * @param source defines the source data
  68382. * @param w defines the 4th component (default is 0)
  68383. * @returns a new Vector4
  68384. */
  68385. static FromVector3(source: Vector3, w?: number): Vector4;
  68386. }
  68387. /**
  68388. * Class used to store quaternion data
  68389. * @see https://en.wikipedia.org/wiki/Quaternion
  68390. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68391. */
  68392. export class Quaternion {
  68393. /** defines the first component (0 by default) */
  68394. x: number;
  68395. /** defines the second component (0 by default) */
  68396. y: number;
  68397. /** defines the third component (0 by default) */
  68398. z: number;
  68399. /** defines the fourth component (1.0 by default) */
  68400. w: number;
  68401. /**
  68402. * Creates a new Quaternion from the given floats
  68403. * @param x defines the first component (0 by default)
  68404. * @param y defines the second component (0 by default)
  68405. * @param z defines the third component (0 by default)
  68406. * @param w defines the fourth component (1.0 by default)
  68407. */
  68408. constructor(
  68409. /** defines the first component (0 by default) */
  68410. x?: number,
  68411. /** defines the second component (0 by default) */
  68412. y?: number,
  68413. /** defines the third component (0 by default) */
  68414. z?: number,
  68415. /** defines the fourth component (1.0 by default) */
  68416. w?: number);
  68417. /**
  68418. * Gets a string representation for the current quaternion
  68419. * @returns a string with the Quaternion coordinates
  68420. */
  68421. toString(): string;
  68422. /**
  68423. * Gets the class name of the quaternion
  68424. * @returns the string "Quaternion"
  68425. */
  68426. getClassName(): string;
  68427. /**
  68428. * Gets a hash code for this quaternion
  68429. * @returns the quaternion hash code
  68430. */
  68431. getHashCode(): number;
  68432. /**
  68433. * Copy the quaternion to an array
  68434. * @returns a new array populated with 4 elements from the quaternion coordinates
  68435. */
  68436. asArray(): number[];
  68437. /**
  68438. * Check if two quaternions are equals
  68439. * @param otherQuaternion defines the second operand
  68440. * @return true if the current quaternion and the given one coordinates are strictly equals
  68441. */
  68442. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68443. /**
  68444. * Clone the current quaternion
  68445. * @returns a new quaternion copied from the current one
  68446. */
  68447. clone(): Quaternion;
  68448. /**
  68449. * Copy a quaternion to the current one
  68450. * @param other defines the other quaternion
  68451. * @returns the updated current quaternion
  68452. */
  68453. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68454. /**
  68455. * Updates the current quaternion with the given float coordinates
  68456. * @param x defines the x coordinate
  68457. * @param y defines the y coordinate
  68458. * @param z defines the z coordinate
  68459. * @param w defines the w coordinate
  68460. * @returns the updated current quaternion
  68461. */
  68462. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68463. /**
  68464. * Updates the current quaternion from the given float coordinates
  68465. * @param x defines the x coordinate
  68466. * @param y defines the y coordinate
  68467. * @param z defines the z coordinate
  68468. * @param w defines the w coordinate
  68469. * @returns the updated current quaternion
  68470. */
  68471. set(x: number, y: number, z: number, w: number): Quaternion;
  68472. /**
  68473. * Adds two quaternions
  68474. * @param other defines the second operand
  68475. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68476. */
  68477. add(other: DeepImmutable<Quaternion>): Quaternion;
  68478. /**
  68479. * Add a quaternion to the current one
  68480. * @param other defines the quaternion to add
  68481. * @returns the current quaternion
  68482. */
  68483. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68484. /**
  68485. * Subtract two quaternions
  68486. * @param other defines the second operand
  68487. * @returns a new quaternion as the subtraction result of the given one from the current one
  68488. */
  68489. subtract(other: Quaternion): Quaternion;
  68490. /**
  68491. * Multiplies the current quaternion by a scale factor
  68492. * @param value defines the scale factor
  68493. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68494. */
  68495. scale(value: number): Quaternion;
  68496. /**
  68497. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68498. * @param scale defines the scale factor
  68499. * @param result defines the Quaternion object where to store the result
  68500. * @returns the unmodified current quaternion
  68501. */
  68502. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68503. /**
  68504. * Multiplies in place the current quaternion by a scale factor
  68505. * @param value defines the scale factor
  68506. * @returns the current modified quaternion
  68507. */
  68508. scaleInPlace(value: number): Quaternion;
  68509. /**
  68510. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68511. * @param scale defines the scale factor
  68512. * @param result defines the Quaternion object where to store the result
  68513. * @returns the unmodified current quaternion
  68514. */
  68515. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68516. /**
  68517. * Multiplies two quaternions
  68518. * @param q1 defines the second operand
  68519. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68520. */
  68521. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68522. /**
  68523. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68524. * @param q1 defines the second operand
  68525. * @param result defines the target quaternion
  68526. * @returns the current quaternion
  68527. */
  68528. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68529. /**
  68530. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68531. * @param q1 defines the second operand
  68532. * @returns the currentupdated quaternion
  68533. */
  68534. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68535. /**
  68536. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68537. * @param ref defines the target quaternion
  68538. * @returns the current quaternion
  68539. */
  68540. conjugateToRef(ref: Quaternion): Quaternion;
  68541. /**
  68542. * Conjugates in place (1-q) the current quaternion
  68543. * @returns the current updated quaternion
  68544. */
  68545. conjugateInPlace(): Quaternion;
  68546. /**
  68547. * Conjugates in place (1-q) the current quaternion
  68548. * @returns a new quaternion
  68549. */
  68550. conjugate(): Quaternion;
  68551. /**
  68552. * Gets length of current quaternion
  68553. * @returns the quaternion length (float)
  68554. */
  68555. length(): number;
  68556. /**
  68557. * Normalize in place the current quaternion
  68558. * @returns the current updated quaternion
  68559. */
  68560. normalize(): Quaternion;
  68561. /**
  68562. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68563. * @param order is a reserved parameter and is ignore for now
  68564. * @returns a new Vector3 containing the Euler angles
  68565. */
  68566. toEulerAngles(order?: string): Vector3;
  68567. /**
  68568. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68569. * @param result defines the vector which will be filled with the Euler angles
  68570. * @param order is a reserved parameter and is ignore for now
  68571. * @returns the current unchanged quaternion
  68572. */
  68573. toEulerAnglesToRef(result: Vector3): Quaternion;
  68574. /**
  68575. * Updates the given rotation matrix with the current quaternion values
  68576. * @param result defines the target matrix
  68577. * @returns the current unchanged quaternion
  68578. */
  68579. toRotationMatrix(result: Matrix): Quaternion;
  68580. /**
  68581. * Updates the current quaternion from the given rotation matrix values
  68582. * @param matrix defines the source matrix
  68583. * @returns the current updated quaternion
  68584. */
  68585. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68586. /**
  68587. * Creates a new quaternion from a rotation matrix
  68588. * @param matrix defines the source matrix
  68589. * @returns a new quaternion created from the given rotation matrix values
  68590. */
  68591. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68592. /**
  68593. * Updates the given quaternion with the given rotation matrix values
  68594. * @param matrix defines the source matrix
  68595. * @param result defines the target quaternion
  68596. */
  68597. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68598. /**
  68599. * Returns the dot product (float) between the quaternions "left" and "right"
  68600. * @param left defines the left operand
  68601. * @param right defines the right operand
  68602. * @returns the dot product
  68603. */
  68604. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68605. /**
  68606. * Checks if the two quaternions are close to each other
  68607. * @param quat0 defines the first quaternion to check
  68608. * @param quat1 defines the second quaternion to check
  68609. * @returns true if the two quaternions are close to each other
  68610. */
  68611. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68612. /**
  68613. * Creates an empty quaternion
  68614. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68615. */
  68616. static Zero(): Quaternion;
  68617. /**
  68618. * Inverse a given quaternion
  68619. * @param q defines the source quaternion
  68620. * @returns a new quaternion as the inverted current quaternion
  68621. */
  68622. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68623. /**
  68624. * Inverse a given quaternion
  68625. * @param q defines the source quaternion
  68626. * @param result the quaternion the result will be stored in
  68627. * @returns the result quaternion
  68628. */
  68629. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68630. /**
  68631. * Creates an identity quaternion
  68632. * @returns the identity quaternion
  68633. */
  68634. static Identity(): Quaternion;
  68635. /**
  68636. * Gets a boolean indicating if the given quaternion is identity
  68637. * @param quaternion defines the quaternion to check
  68638. * @returns true if the quaternion is identity
  68639. */
  68640. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68641. /**
  68642. * Creates a quaternion from a rotation around an axis
  68643. * @param axis defines the axis to use
  68644. * @param angle defines the angle to use
  68645. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68646. */
  68647. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68648. /**
  68649. * Creates a rotation around an axis and stores it into the given quaternion
  68650. * @param axis defines the axis to use
  68651. * @param angle defines the angle to use
  68652. * @param result defines the target quaternion
  68653. * @returns the target quaternion
  68654. */
  68655. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68656. /**
  68657. * Creates a new quaternion from data stored into an array
  68658. * @param array defines the data source
  68659. * @param offset defines the offset in the source array where the data starts
  68660. * @returns a new quaternion
  68661. */
  68662. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68663. /**
  68664. * Create a quaternion from Euler rotation angles
  68665. * @param x Pitch
  68666. * @param y Yaw
  68667. * @param z Roll
  68668. * @returns the new Quaternion
  68669. */
  68670. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68671. /**
  68672. * Updates a quaternion from Euler rotation angles
  68673. * @param x Pitch
  68674. * @param y Yaw
  68675. * @param z Roll
  68676. * @param result the quaternion to store the result
  68677. * @returns the updated quaternion
  68678. */
  68679. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68680. /**
  68681. * Create a quaternion from Euler rotation vector
  68682. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68683. * @returns the new Quaternion
  68684. */
  68685. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68686. /**
  68687. * Updates a quaternion from Euler rotation vector
  68688. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68689. * @param result the quaternion to store the result
  68690. * @returns the updated quaternion
  68691. */
  68692. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68693. /**
  68694. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68695. * @param yaw defines the rotation around Y axis
  68696. * @param pitch defines the rotation around X axis
  68697. * @param roll defines the rotation around Z axis
  68698. * @returns the new quaternion
  68699. */
  68700. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68701. /**
  68702. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68703. * @param yaw defines the rotation around Y axis
  68704. * @param pitch defines the rotation around X axis
  68705. * @param roll defines the rotation around Z axis
  68706. * @param result defines the target quaternion
  68707. */
  68708. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68709. /**
  68710. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68711. * @param alpha defines the rotation around first axis
  68712. * @param beta defines the rotation around second axis
  68713. * @param gamma defines the rotation around third axis
  68714. * @returns the new quaternion
  68715. */
  68716. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68717. /**
  68718. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68719. * @param alpha defines the rotation around first axis
  68720. * @param beta defines the rotation around second axis
  68721. * @param gamma defines the rotation around third axis
  68722. * @param result defines the target quaternion
  68723. */
  68724. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68725. /**
  68726. * 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)
  68727. * @param axis1 defines the first axis
  68728. * @param axis2 defines the second axis
  68729. * @param axis3 defines the third axis
  68730. * @returns the new quaternion
  68731. */
  68732. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68733. /**
  68734. * 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
  68735. * @param axis1 defines the first axis
  68736. * @param axis2 defines the second axis
  68737. * @param axis3 defines the third axis
  68738. * @param ref defines the target quaternion
  68739. */
  68740. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68741. /**
  68742. * Interpolates between two quaternions
  68743. * @param left defines first quaternion
  68744. * @param right defines second quaternion
  68745. * @param amount defines the gradient to use
  68746. * @returns the new interpolated quaternion
  68747. */
  68748. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68749. /**
  68750. * Interpolates between two quaternions and stores it into a target quaternion
  68751. * @param left defines first quaternion
  68752. * @param right defines second quaternion
  68753. * @param amount defines the gradient to use
  68754. * @param result defines the target quaternion
  68755. */
  68756. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68757. /**
  68758. * Interpolate between two quaternions using Hermite interpolation
  68759. * @param value1 defines first quaternion
  68760. * @param tangent1 defines the incoming tangent
  68761. * @param value2 defines second quaternion
  68762. * @param tangent2 defines the outgoing tangent
  68763. * @param amount defines the target quaternion
  68764. * @returns the new interpolated quaternion
  68765. */
  68766. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68767. }
  68768. /**
  68769. * Class used to store matrix data (4x4)
  68770. */
  68771. export class Matrix {
  68772. private static _updateFlagSeed;
  68773. private static _identityReadOnly;
  68774. private _isIdentity;
  68775. private _isIdentityDirty;
  68776. private _isIdentity3x2;
  68777. private _isIdentity3x2Dirty;
  68778. /**
  68779. * Gets the update flag of the matrix which is an unique number for the matrix.
  68780. * It will be incremented every time the matrix data change.
  68781. * You can use it to speed the comparison between two versions of the same matrix.
  68782. */
  68783. updateFlag: number;
  68784. private readonly _m;
  68785. /**
  68786. * Gets the internal data of the matrix
  68787. */
  68788. readonly m: DeepImmutable<Float32Array>;
  68789. /** @hidden */
  68790. _markAsUpdated(): void;
  68791. /** @hidden */
  68792. private _updateIdentityStatus;
  68793. /**
  68794. * Creates an empty matrix (filled with zeros)
  68795. */
  68796. constructor();
  68797. /**
  68798. * Check if the current matrix is identity
  68799. * @returns true is the matrix is the identity matrix
  68800. */
  68801. isIdentity(): boolean;
  68802. /**
  68803. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68804. * @returns true is the matrix is the identity matrix
  68805. */
  68806. isIdentityAs3x2(): boolean;
  68807. /**
  68808. * Gets the determinant of the matrix
  68809. * @returns the matrix determinant
  68810. */
  68811. determinant(): number;
  68812. /**
  68813. * Returns the matrix as a Float32Array
  68814. * @returns the matrix underlying array
  68815. */
  68816. toArray(): DeepImmutable<Float32Array>;
  68817. /**
  68818. * Returns the matrix as a Float32Array
  68819. * @returns the matrix underlying array.
  68820. */
  68821. asArray(): DeepImmutable<Float32Array>;
  68822. /**
  68823. * Inverts the current matrix in place
  68824. * @returns the current inverted matrix
  68825. */
  68826. invert(): Matrix;
  68827. /**
  68828. * Sets all the matrix elements to zero
  68829. * @returns the current matrix
  68830. */
  68831. reset(): Matrix;
  68832. /**
  68833. * Adds the current matrix with a second one
  68834. * @param other defines the matrix to add
  68835. * @returns a new matrix as the addition of the current matrix and the given one
  68836. */
  68837. add(other: DeepImmutable<Matrix>): Matrix;
  68838. /**
  68839. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68840. * @param other defines the matrix to add
  68841. * @param result defines the target matrix
  68842. * @returns the current matrix
  68843. */
  68844. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68845. /**
  68846. * Adds in place the given matrix to the current matrix
  68847. * @param other defines the second operand
  68848. * @returns the current updated matrix
  68849. */
  68850. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68851. /**
  68852. * Sets the given matrix to the current inverted Matrix
  68853. * @param other defines the target matrix
  68854. * @returns the unmodified current matrix
  68855. */
  68856. invertToRef(other: Matrix): Matrix;
  68857. /**
  68858. * add a value at the specified position in the current Matrix
  68859. * @param index the index of the value within the matrix. between 0 and 15.
  68860. * @param value the value to be added
  68861. * @returns the current updated matrix
  68862. */
  68863. addAtIndex(index: number, value: number): Matrix;
  68864. /**
  68865. * mutiply the specified position in the current Matrix by a value
  68866. * @param index the index of the value within the matrix. between 0 and 15.
  68867. * @param value the value to be added
  68868. * @returns the current updated matrix
  68869. */
  68870. multiplyAtIndex(index: number, value: number): Matrix;
  68871. /**
  68872. * Inserts the translation vector (using 3 floats) in the current matrix
  68873. * @param x defines the 1st component of the translation
  68874. * @param y defines the 2nd component of the translation
  68875. * @param z defines the 3rd component of the translation
  68876. * @returns the current updated matrix
  68877. */
  68878. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68879. /**
  68880. * Adds the translation vector (using 3 floats) in the current matrix
  68881. * @param x defines the 1st component of the translation
  68882. * @param y defines the 2nd component of the translation
  68883. * @param z defines the 3rd component of the translation
  68884. * @returns the current updated matrix
  68885. */
  68886. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68887. /**
  68888. * Inserts the translation vector in the current matrix
  68889. * @param vector3 defines the translation to insert
  68890. * @returns the current updated matrix
  68891. */
  68892. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68893. /**
  68894. * Gets the translation value of the current matrix
  68895. * @returns a new Vector3 as the extracted translation from the matrix
  68896. */
  68897. getTranslation(): Vector3;
  68898. /**
  68899. * Fill a Vector3 with the extracted translation from the matrix
  68900. * @param result defines the Vector3 where to store the translation
  68901. * @returns the current matrix
  68902. */
  68903. getTranslationToRef(result: Vector3): Matrix;
  68904. /**
  68905. * Remove rotation and scaling part from the matrix
  68906. * @returns the updated matrix
  68907. */
  68908. removeRotationAndScaling(): Matrix;
  68909. /**
  68910. * Multiply two matrices
  68911. * @param other defines the second operand
  68912. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68913. */
  68914. multiply(other: DeepImmutable<Matrix>): Matrix;
  68915. /**
  68916. * Copy the current matrix from the given one
  68917. * @param other defines the source matrix
  68918. * @returns the current updated matrix
  68919. */
  68920. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68921. /**
  68922. * Populates the given array from the starting index with the current matrix values
  68923. * @param array defines the target array
  68924. * @param offset defines the offset in the target array where to start storing values
  68925. * @returns the current matrix
  68926. */
  68927. copyToArray(array: Float32Array, offset?: number): Matrix;
  68928. /**
  68929. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68930. * @param other defines the second operand
  68931. * @param result defines the matrix where to store the multiplication
  68932. * @returns the current matrix
  68933. */
  68934. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68935. /**
  68936. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68937. * @param other defines the second operand
  68938. * @param result defines the array where to store the multiplication
  68939. * @param offset defines the offset in the target array where to start storing values
  68940. * @returns the current matrix
  68941. */
  68942. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68943. /**
  68944. * Check equality between this matrix and a second one
  68945. * @param value defines the second matrix to compare
  68946. * @returns true is the current matrix and the given one values are strictly equal
  68947. */
  68948. equals(value: DeepImmutable<Matrix>): boolean;
  68949. /**
  68950. * Clone the current matrix
  68951. * @returns a new matrix from the current matrix
  68952. */
  68953. clone(): Matrix;
  68954. /**
  68955. * Returns the name of the current matrix class
  68956. * @returns the string "Matrix"
  68957. */
  68958. getClassName(): string;
  68959. /**
  68960. * Gets the hash code of the current matrix
  68961. * @returns the hash code
  68962. */
  68963. getHashCode(): number;
  68964. /**
  68965. * Decomposes the current Matrix into a translation, rotation and scaling components
  68966. * @param scale defines the scale vector3 given as a reference to update
  68967. * @param rotation defines the rotation quaternion given as a reference to update
  68968. * @param translation defines the translation vector3 given as a reference to update
  68969. * @returns true if operation was successful
  68970. */
  68971. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68972. /**
  68973. * Gets specific row of the matrix
  68974. * @param index defines the number of the row to get
  68975. * @returns the index-th row of the current matrix as a new Vector4
  68976. */
  68977. getRow(index: number): Nullable<Vector4>;
  68978. /**
  68979. * Sets the index-th row of the current matrix to the vector4 values
  68980. * @param index defines the number of the row to set
  68981. * @param row defines the target vector4
  68982. * @returns the updated current matrix
  68983. */
  68984. setRow(index: number, row: Vector4): Matrix;
  68985. /**
  68986. * Compute the transpose of the matrix
  68987. * @returns the new transposed matrix
  68988. */
  68989. transpose(): Matrix;
  68990. /**
  68991. * Compute the transpose of the matrix and store it in a given matrix
  68992. * @param result defines the target matrix
  68993. * @returns the current matrix
  68994. */
  68995. transposeToRef(result: Matrix): Matrix;
  68996. /**
  68997. * Sets the index-th row of the current matrix with the given 4 x float values
  68998. * @param index defines the row index
  68999. * @param x defines the x component to set
  69000. * @param y defines the y component to set
  69001. * @param z defines the z component to set
  69002. * @param w defines the w component to set
  69003. * @returns the updated current matrix
  69004. */
  69005. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69006. /**
  69007. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69008. * @param scale defines the scale factor
  69009. * @returns a new matrix
  69010. */
  69011. scale(scale: number): Matrix;
  69012. /**
  69013. * Scale the current matrix values by a factor to a given result matrix
  69014. * @param scale defines the scale factor
  69015. * @param result defines the matrix to store the result
  69016. * @returns the current matrix
  69017. */
  69018. scaleToRef(scale: number, result: Matrix): Matrix;
  69019. /**
  69020. * Scale the current matrix values by a factor and add the result to a given matrix
  69021. * @param scale defines the scale factor
  69022. * @param result defines the Matrix to store the result
  69023. * @returns the current matrix
  69024. */
  69025. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69026. /**
  69027. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69028. * @param ref matrix to store the result
  69029. */
  69030. toNormalMatrix(ref: Matrix): void;
  69031. /**
  69032. * Gets only rotation part of the current matrix
  69033. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69034. */
  69035. getRotationMatrix(): Matrix;
  69036. /**
  69037. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69038. * @param result defines the target matrix to store data to
  69039. * @returns the current matrix
  69040. */
  69041. getRotationMatrixToRef(result: Matrix): Matrix;
  69042. /**
  69043. * Toggles model matrix from being right handed to left handed in place and vice versa
  69044. */
  69045. toggleModelMatrixHandInPlace(): void;
  69046. /**
  69047. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69048. */
  69049. toggleProjectionMatrixHandInPlace(): void;
  69050. /**
  69051. * Creates a matrix from an array
  69052. * @param array defines the source array
  69053. * @param offset defines an offset in the source array
  69054. * @returns a new Matrix set from the starting index of the given array
  69055. */
  69056. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69057. /**
  69058. * Copy the content of an array into a given matrix
  69059. * @param array defines the source array
  69060. * @param offset defines an offset in the source array
  69061. * @param result defines the target matrix
  69062. */
  69063. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69064. /**
  69065. * Stores an array into a matrix after having multiplied each component by a given factor
  69066. * @param array defines the source array
  69067. * @param offset defines the offset in the source array
  69068. * @param scale defines the scaling factor
  69069. * @param result defines the target matrix
  69070. */
  69071. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69072. /**
  69073. * Gets an identity matrix that must not be updated
  69074. */
  69075. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69076. /**
  69077. * Stores a list of values (16) inside a given matrix
  69078. * @param initialM11 defines 1st value of 1st row
  69079. * @param initialM12 defines 2nd value of 1st row
  69080. * @param initialM13 defines 3rd value of 1st row
  69081. * @param initialM14 defines 4th value of 1st row
  69082. * @param initialM21 defines 1st value of 2nd row
  69083. * @param initialM22 defines 2nd value of 2nd row
  69084. * @param initialM23 defines 3rd value of 2nd row
  69085. * @param initialM24 defines 4th value of 2nd row
  69086. * @param initialM31 defines 1st value of 3rd row
  69087. * @param initialM32 defines 2nd value of 3rd row
  69088. * @param initialM33 defines 3rd value of 3rd row
  69089. * @param initialM34 defines 4th value of 3rd row
  69090. * @param initialM41 defines 1st value of 4th row
  69091. * @param initialM42 defines 2nd value of 4th row
  69092. * @param initialM43 defines 3rd value of 4th row
  69093. * @param initialM44 defines 4th value of 4th row
  69094. * @param result defines the target matrix
  69095. */
  69096. 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;
  69097. /**
  69098. * Creates new matrix from a list of values (16)
  69099. * @param initialM11 defines 1st value of 1st row
  69100. * @param initialM12 defines 2nd value of 1st row
  69101. * @param initialM13 defines 3rd value of 1st row
  69102. * @param initialM14 defines 4th value of 1st row
  69103. * @param initialM21 defines 1st value of 2nd row
  69104. * @param initialM22 defines 2nd value of 2nd row
  69105. * @param initialM23 defines 3rd value of 2nd row
  69106. * @param initialM24 defines 4th value of 2nd row
  69107. * @param initialM31 defines 1st value of 3rd row
  69108. * @param initialM32 defines 2nd value of 3rd row
  69109. * @param initialM33 defines 3rd value of 3rd row
  69110. * @param initialM34 defines 4th value of 3rd row
  69111. * @param initialM41 defines 1st value of 4th row
  69112. * @param initialM42 defines 2nd value of 4th row
  69113. * @param initialM43 defines 3rd value of 4th row
  69114. * @param initialM44 defines 4th value of 4th row
  69115. * @returns the new matrix
  69116. */
  69117. 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;
  69118. /**
  69119. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69120. * @param scale defines the scale vector3
  69121. * @param rotation defines the rotation quaternion
  69122. * @param translation defines the translation vector3
  69123. * @returns a new matrix
  69124. */
  69125. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69126. /**
  69127. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69128. * @param scale defines the scale vector3
  69129. * @param rotation defines the rotation quaternion
  69130. * @param translation defines the translation vector3
  69131. * @param result defines the target matrix
  69132. */
  69133. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69134. /**
  69135. * Creates a new identity matrix
  69136. * @returns a new identity matrix
  69137. */
  69138. static Identity(): Matrix;
  69139. /**
  69140. * Creates a new identity matrix and stores the result in a given matrix
  69141. * @param result defines the target matrix
  69142. */
  69143. static IdentityToRef(result: Matrix): void;
  69144. /**
  69145. * Creates a new zero matrix
  69146. * @returns a new zero matrix
  69147. */
  69148. static Zero(): Matrix;
  69149. /**
  69150. * Creates a new rotation matrix for "angle" radians around the X axis
  69151. * @param angle defines the angle (in radians) to use
  69152. * @return the new matrix
  69153. */
  69154. static RotationX(angle: number): Matrix;
  69155. /**
  69156. * Creates a new matrix as the invert of a given matrix
  69157. * @param source defines the source matrix
  69158. * @returns the new matrix
  69159. */
  69160. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69161. /**
  69162. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69163. * @param angle defines the angle (in radians) to use
  69164. * @param result defines the target matrix
  69165. */
  69166. static RotationXToRef(angle: number, result: Matrix): void;
  69167. /**
  69168. * Creates a new rotation matrix for "angle" radians around the Y axis
  69169. * @param angle defines the angle (in radians) to use
  69170. * @return the new matrix
  69171. */
  69172. static RotationY(angle: number): Matrix;
  69173. /**
  69174. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69175. * @param angle defines the angle (in radians) to use
  69176. * @param result defines the target matrix
  69177. */
  69178. static RotationYToRef(angle: number, result: Matrix): void;
  69179. /**
  69180. * Creates a new rotation matrix for "angle" radians around the Z axis
  69181. * @param angle defines the angle (in radians) to use
  69182. * @return the new matrix
  69183. */
  69184. static RotationZ(angle: number): Matrix;
  69185. /**
  69186. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69187. * @param angle defines the angle (in radians) to use
  69188. * @param result defines the target matrix
  69189. */
  69190. static RotationZToRef(angle: number, result: Matrix): void;
  69191. /**
  69192. * Creates a new rotation matrix for "angle" radians around the given axis
  69193. * @param axis defines the axis to use
  69194. * @param angle defines the angle (in radians) to use
  69195. * @return the new matrix
  69196. */
  69197. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69198. /**
  69199. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69200. * @param axis defines the axis to use
  69201. * @param angle defines the angle (in radians) to use
  69202. * @param result defines the target matrix
  69203. */
  69204. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69205. /**
  69206. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69207. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69208. * @param from defines the vector to align
  69209. * @param to defines the vector to align to
  69210. * @param result defines the target matrix
  69211. */
  69212. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69213. /**
  69214. * Creates a rotation matrix
  69215. * @param yaw defines the yaw angle in radians (Y axis)
  69216. * @param pitch defines the pitch angle in radians (X axis)
  69217. * @param roll defines the roll angle in radians (X axis)
  69218. * @returns the new rotation matrix
  69219. */
  69220. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69221. /**
  69222. * Creates a rotation matrix and stores it in a given matrix
  69223. * @param yaw defines the yaw angle in radians (Y axis)
  69224. * @param pitch defines the pitch angle in radians (X axis)
  69225. * @param roll defines the roll angle in radians (X axis)
  69226. * @param result defines the target matrix
  69227. */
  69228. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69229. /**
  69230. * Creates a scaling matrix
  69231. * @param x defines the scale factor on X axis
  69232. * @param y defines the scale factor on Y axis
  69233. * @param z defines the scale factor on Z axis
  69234. * @returns the new matrix
  69235. */
  69236. static Scaling(x: number, y: number, z: number): Matrix;
  69237. /**
  69238. * Creates a scaling matrix and stores it in a given matrix
  69239. * @param x defines the scale factor on X axis
  69240. * @param y defines the scale factor on Y axis
  69241. * @param z defines the scale factor on Z axis
  69242. * @param result defines the target matrix
  69243. */
  69244. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69245. /**
  69246. * Creates a translation matrix
  69247. * @param x defines the translation on X axis
  69248. * @param y defines the translation on Y axis
  69249. * @param z defines the translationon Z axis
  69250. * @returns the new matrix
  69251. */
  69252. static Translation(x: number, y: number, z: number): Matrix;
  69253. /**
  69254. * Creates a translation matrix and stores it in a given matrix
  69255. * @param x defines the translation on X axis
  69256. * @param y defines the translation on Y axis
  69257. * @param z defines the translationon Z axis
  69258. * @param result defines the target matrix
  69259. */
  69260. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69261. /**
  69262. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69263. * @param startValue defines the start value
  69264. * @param endValue defines the end value
  69265. * @param gradient defines the gradient factor
  69266. * @returns the new matrix
  69267. */
  69268. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69269. /**
  69270. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69271. * @param startValue defines the start value
  69272. * @param endValue defines the end value
  69273. * @param gradient defines the gradient factor
  69274. * @param result defines the Matrix object where to store data
  69275. */
  69276. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69277. /**
  69278. * Builds a new matrix whose values are computed by:
  69279. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69280. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69281. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69282. * @param startValue defines the first matrix
  69283. * @param endValue defines the second matrix
  69284. * @param gradient defines the gradient between the two matrices
  69285. * @returns the new matrix
  69286. */
  69287. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69288. /**
  69289. * Update a matrix to values which are computed by:
  69290. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69291. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69292. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69293. * @param startValue defines the first matrix
  69294. * @param endValue defines the second matrix
  69295. * @param gradient defines the gradient between the two matrices
  69296. * @param result defines the target matrix
  69297. */
  69298. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69299. /**
  69300. * 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"
  69301. * This function works in left handed mode
  69302. * @param eye defines the final position of the entity
  69303. * @param target defines where the entity should look at
  69304. * @param up defines the up vector for the entity
  69305. * @returns the new matrix
  69306. */
  69307. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69308. /**
  69309. * 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".
  69310. * This function works in left handed mode
  69311. * @param eye defines the final position of the entity
  69312. * @param target defines where the entity should look at
  69313. * @param up defines the up vector for the entity
  69314. * @param result defines the target matrix
  69315. */
  69316. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69317. /**
  69318. * 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"
  69319. * This function works in right handed mode
  69320. * @param eye defines the final position of the entity
  69321. * @param target defines where the entity should look at
  69322. * @param up defines the up vector for the entity
  69323. * @returns the new matrix
  69324. */
  69325. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69326. /**
  69327. * 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".
  69328. * This function works in right handed mode
  69329. * @param eye defines the final position of the entity
  69330. * @param target defines where the entity should look at
  69331. * @param up defines the up vector for the entity
  69332. * @param result defines the target matrix
  69333. */
  69334. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69335. /**
  69336. * Create a left-handed orthographic projection matrix
  69337. * @param width defines the viewport width
  69338. * @param height defines the viewport height
  69339. * @param znear defines the near clip plane
  69340. * @param zfar defines the far clip plane
  69341. * @returns a new matrix as a left-handed orthographic projection matrix
  69342. */
  69343. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69344. /**
  69345. * Store a left-handed orthographic projection to a given matrix
  69346. * @param width defines the viewport width
  69347. * @param height defines the viewport height
  69348. * @param znear defines the near clip plane
  69349. * @param zfar defines the far clip plane
  69350. * @param result defines the target matrix
  69351. */
  69352. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69353. /**
  69354. * Create a left-handed orthographic projection matrix
  69355. * @param left defines the viewport left coordinate
  69356. * @param right defines the viewport right coordinate
  69357. * @param bottom defines the viewport bottom coordinate
  69358. * @param top defines the viewport top coordinate
  69359. * @param znear defines the near clip plane
  69360. * @param zfar defines the far clip plane
  69361. * @returns a new matrix as a left-handed orthographic projection matrix
  69362. */
  69363. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69364. /**
  69365. * Stores a left-handed orthographic projection into a given matrix
  69366. * @param left defines the viewport left coordinate
  69367. * @param right defines the viewport right coordinate
  69368. * @param bottom defines the viewport bottom coordinate
  69369. * @param top defines the viewport top coordinate
  69370. * @param znear defines the near clip plane
  69371. * @param zfar defines the far clip plane
  69372. * @param result defines the target matrix
  69373. */
  69374. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69375. /**
  69376. * Creates a right-handed orthographic projection matrix
  69377. * @param left defines the viewport left coordinate
  69378. * @param right defines the viewport right coordinate
  69379. * @param bottom defines the viewport bottom coordinate
  69380. * @param top defines the viewport top coordinate
  69381. * @param znear defines the near clip plane
  69382. * @param zfar defines the far clip plane
  69383. * @returns a new matrix as a right-handed orthographic projection matrix
  69384. */
  69385. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69386. /**
  69387. * Stores a right-handed orthographic projection into a given matrix
  69388. * @param left defines the viewport left coordinate
  69389. * @param right defines the viewport right coordinate
  69390. * @param bottom defines the viewport bottom coordinate
  69391. * @param top defines the viewport top coordinate
  69392. * @param znear defines the near clip plane
  69393. * @param zfar defines the far clip plane
  69394. * @param result defines the target matrix
  69395. */
  69396. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69397. /**
  69398. * Creates a left-handed perspective projection matrix
  69399. * @param width defines the viewport width
  69400. * @param height defines the viewport height
  69401. * @param znear defines the near clip plane
  69402. * @param zfar defines the far clip plane
  69403. * @returns a new matrix as a left-handed perspective projection matrix
  69404. */
  69405. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69406. /**
  69407. * Creates a left-handed perspective projection matrix
  69408. * @param fov defines the horizontal field of view
  69409. * @param aspect defines the aspect ratio
  69410. * @param znear defines the near clip plane
  69411. * @param zfar defines the far clip plane
  69412. * @returns a new matrix as a left-handed perspective projection matrix
  69413. */
  69414. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69415. /**
  69416. * Stores a left-handed perspective projection into a given matrix
  69417. * @param fov defines the horizontal field of view
  69418. * @param aspect defines the aspect ratio
  69419. * @param znear defines the near clip plane
  69420. * @param zfar defines the far clip plane
  69421. * @param result defines the target matrix
  69422. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69423. */
  69424. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69425. /**
  69426. * Creates a right-handed perspective projection matrix
  69427. * @param fov defines the horizontal field of view
  69428. * @param aspect defines the aspect ratio
  69429. * @param znear defines the near clip plane
  69430. * @param zfar defines the far clip plane
  69431. * @returns a new matrix as a right-handed perspective projection matrix
  69432. */
  69433. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69434. /**
  69435. * Stores a right-handed perspective projection into a given matrix
  69436. * @param fov defines the horizontal field of view
  69437. * @param aspect defines the aspect ratio
  69438. * @param znear defines the near clip plane
  69439. * @param zfar defines the far clip plane
  69440. * @param result defines the target matrix
  69441. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69442. */
  69443. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69444. /**
  69445. * Stores a perspective projection for WebVR info a given matrix
  69446. * @param fov defines the field of view
  69447. * @param znear defines the near clip plane
  69448. * @param zfar defines the far clip plane
  69449. * @param result defines the target matrix
  69450. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69451. */
  69452. static PerspectiveFovWebVRToRef(fov: {
  69453. upDegrees: number;
  69454. downDegrees: number;
  69455. leftDegrees: number;
  69456. rightDegrees: number;
  69457. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69458. /**
  69459. * Computes a complete transformation matrix
  69460. * @param viewport defines the viewport to use
  69461. * @param world defines the world matrix
  69462. * @param view defines the view matrix
  69463. * @param projection defines the projection matrix
  69464. * @param zmin defines the near clip plane
  69465. * @param zmax defines the far clip plane
  69466. * @returns the transformation matrix
  69467. */
  69468. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69469. /**
  69470. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69471. * @param matrix defines the matrix to use
  69472. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69473. */
  69474. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69475. /**
  69476. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69477. * @param matrix defines the matrix to use
  69478. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69479. */
  69480. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69481. /**
  69482. * Compute the transpose of a given matrix
  69483. * @param matrix defines the matrix to transpose
  69484. * @returns the new matrix
  69485. */
  69486. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69487. /**
  69488. * Compute the transpose of a matrix and store it in a target matrix
  69489. * @param matrix defines the matrix to transpose
  69490. * @param result defines the target matrix
  69491. */
  69492. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69493. /**
  69494. * Computes a reflection matrix from a plane
  69495. * @param plane defines the reflection plane
  69496. * @returns a new matrix
  69497. */
  69498. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69499. /**
  69500. * Computes a reflection matrix from a plane
  69501. * @param plane defines the reflection plane
  69502. * @param result defines the target matrix
  69503. */
  69504. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69505. /**
  69506. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69507. * @param xaxis defines the value of the 1st axis
  69508. * @param yaxis defines the value of the 2nd axis
  69509. * @param zaxis defines the value of the 3rd axis
  69510. * @param result defines the target matrix
  69511. */
  69512. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69513. /**
  69514. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69515. * @param quat defines the quaternion to use
  69516. * @param result defines the target matrix
  69517. */
  69518. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69519. }
  69520. /**
  69521. * @hidden
  69522. */
  69523. export class TmpVectors {
  69524. static Vector2: Vector2[];
  69525. static Vector3: Vector3[];
  69526. static Vector4: Vector4[];
  69527. static Quaternion: Quaternion[];
  69528. static Matrix: Matrix[];
  69529. }
  69530. }
  69531. declare module BABYLON {
  69532. /** Defines the cross module used constants to avoid circular dependncies */
  69533. export class Constants {
  69534. /** Defines that alpha blending is disabled */
  69535. static readonly ALPHA_DISABLE: number;
  69536. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69537. static readonly ALPHA_ADD: number;
  69538. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69539. static readonly ALPHA_COMBINE: number;
  69540. /** Defines that alpha blending to DEST - SRC * DEST */
  69541. static readonly ALPHA_SUBTRACT: number;
  69542. /** Defines that alpha blending to SRC * DEST */
  69543. static readonly ALPHA_MULTIPLY: number;
  69544. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69545. static readonly ALPHA_MAXIMIZED: number;
  69546. /** Defines that alpha blending to SRC + DEST */
  69547. static readonly ALPHA_ONEONE: number;
  69548. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69549. static readonly ALPHA_PREMULTIPLIED: number;
  69550. /**
  69551. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69552. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69553. */
  69554. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69555. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69556. static readonly ALPHA_INTERPOLATE: number;
  69557. /**
  69558. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69559. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69560. */
  69561. static readonly ALPHA_SCREENMODE: number;
  69562. /** Defines that the ressource is not delayed*/
  69563. static readonly DELAYLOADSTATE_NONE: number;
  69564. /** Defines that the ressource was successfully delay loaded */
  69565. static readonly DELAYLOADSTATE_LOADED: number;
  69566. /** Defines that the ressource is currently delay loading */
  69567. static readonly DELAYLOADSTATE_LOADING: number;
  69568. /** Defines that the ressource is delayed and has not started loading */
  69569. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69570. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69571. static readonly NEVER: number;
  69572. /** 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 */
  69573. static readonly ALWAYS: number;
  69574. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69575. static readonly LESS: number;
  69576. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69577. static readonly EQUAL: number;
  69578. /** 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 */
  69579. static readonly LEQUAL: number;
  69580. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69581. static readonly GREATER: number;
  69582. /** 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 */
  69583. static readonly GEQUAL: number;
  69584. /** 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 */
  69585. static readonly NOTEQUAL: number;
  69586. /** Passed to stencilOperation to specify that stencil value must be kept */
  69587. static readonly KEEP: number;
  69588. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69589. static readonly REPLACE: number;
  69590. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69591. static readonly INCR: number;
  69592. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69593. static readonly DECR: number;
  69594. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69595. static readonly INVERT: number;
  69596. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69597. static readonly INCR_WRAP: number;
  69598. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69599. static readonly DECR_WRAP: number;
  69600. /** Texture is not repeating outside of 0..1 UVs */
  69601. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69602. /** Texture is repeating outside of 0..1 UVs */
  69603. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69604. /** Texture is repeating and mirrored */
  69605. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69606. /** ALPHA */
  69607. static readonly TEXTUREFORMAT_ALPHA: number;
  69608. /** LUMINANCE */
  69609. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69610. /** LUMINANCE_ALPHA */
  69611. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69612. /** RGB */
  69613. static readonly TEXTUREFORMAT_RGB: number;
  69614. /** RGBA */
  69615. static readonly TEXTUREFORMAT_RGBA: number;
  69616. /** RED */
  69617. static readonly TEXTUREFORMAT_RED: number;
  69618. /** RED (2nd reference) */
  69619. static readonly TEXTUREFORMAT_R: number;
  69620. /** RG */
  69621. static readonly TEXTUREFORMAT_RG: number;
  69622. /** RED_INTEGER */
  69623. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69624. /** RED_INTEGER (2nd reference) */
  69625. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69626. /** RG_INTEGER */
  69627. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69628. /** RGB_INTEGER */
  69629. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69630. /** RGBA_INTEGER */
  69631. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69632. /** UNSIGNED_BYTE */
  69633. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69634. /** UNSIGNED_BYTE (2nd reference) */
  69635. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69636. /** FLOAT */
  69637. static readonly TEXTURETYPE_FLOAT: number;
  69638. /** HALF_FLOAT */
  69639. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69640. /** BYTE */
  69641. static readonly TEXTURETYPE_BYTE: number;
  69642. /** SHORT */
  69643. static readonly TEXTURETYPE_SHORT: number;
  69644. /** UNSIGNED_SHORT */
  69645. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69646. /** INT */
  69647. static readonly TEXTURETYPE_INT: number;
  69648. /** UNSIGNED_INT */
  69649. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69650. /** UNSIGNED_SHORT_4_4_4_4 */
  69651. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69652. /** UNSIGNED_SHORT_5_5_5_1 */
  69653. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69654. /** UNSIGNED_SHORT_5_6_5 */
  69655. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69656. /** UNSIGNED_INT_2_10_10_10_REV */
  69657. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69658. /** UNSIGNED_INT_24_8 */
  69659. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69660. /** UNSIGNED_INT_10F_11F_11F_REV */
  69661. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69662. /** UNSIGNED_INT_5_9_9_9_REV */
  69663. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69664. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69665. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69666. /** nearest is mag = nearest and min = nearest and mip = linear */
  69667. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69668. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69669. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69670. /** Trilinear is mag = linear and min = linear and mip = linear */
  69671. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69672. /** nearest is mag = nearest and min = nearest and mip = linear */
  69673. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69674. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69675. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69676. /** Trilinear is mag = linear and min = linear and mip = linear */
  69677. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69678. /** mag = nearest and min = nearest and mip = nearest */
  69679. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69680. /** mag = nearest and min = linear and mip = nearest */
  69681. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69682. /** mag = nearest and min = linear and mip = linear */
  69683. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69684. /** mag = nearest and min = linear and mip = none */
  69685. static readonly TEXTURE_NEAREST_LINEAR: number;
  69686. /** mag = nearest and min = nearest and mip = none */
  69687. static readonly TEXTURE_NEAREST_NEAREST: number;
  69688. /** mag = linear and min = nearest and mip = nearest */
  69689. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69690. /** mag = linear and min = nearest and mip = linear */
  69691. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69692. /** mag = linear and min = linear and mip = none */
  69693. static readonly TEXTURE_LINEAR_LINEAR: number;
  69694. /** mag = linear and min = nearest and mip = none */
  69695. static readonly TEXTURE_LINEAR_NEAREST: number;
  69696. /** Explicit coordinates mode */
  69697. static readonly TEXTURE_EXPLICIT_MODE: number;
  69698. /** Spherical coordinates mode */
  69699. static readonly TEXTURE_SPHERICAL_MODE: number;
  69700. /** Planar coordinates mode */
  69701. static readonly TEXTURE_PLANAR_MODE: number;
  69702. /** Cubic coordinates mode */
  69703. static readonly TEXTURE_CUBIC_MODE: number;
  69704. /** Projection coordinates mode */
  69705. static readonly TEXTURE_PROJECTION_MODE: number;
  69706. /** Skybox coordinates mode */
  69707. static readonly TEXTURE_SKYBOX_MODE: number;
  69708. /** Inverse Cubic coordinates mode */
  69709. static readonly TEXTURE_INVCUBIC_MODE: number;
  69710. /** Equirectangular coordinates mode */
  69711. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69712. /** Equirectangular Fixed coordinates mode */
  69713. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69714. /** Equirectangular Fixed Mirrored coordinates mode */
  69715. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69716. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69717. static readonly SCALEMODE_FLOOR: number;
  69718. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69719. static readonly SCALEMODE_NEAREST: number;
  69720. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69721. static readonly SCALEMODE_CEILING: number;
  69722. /**
  69723. * The dirty texture flag value
  69724. */
  69725. static readonly MATERIAL_TextureDirtyFlag: number;
  69726. /**
  69727. * The dirty light flag value
  69728. */
  69729. static readonly MATERIAL_LightDirtyFlag: number;
  69730. /**
  69731. * The dirty fresnel flag value
  69732. */
  69733. static readonly MATERIAL_FresnelDirtyFlag: number;
  69734. /**
  69735. * The dirty attribute flag value
  69736. */
  69737. static readonly MATERIAL_AttributesDirtyFlag: number;
  69738. /**
  69739. * The dirty misc flag value
  69740. */
  69741. static readonly MATERIAL_MiscDirtyFlag: number;
  69742. /**
  69743. * The all dirty flag value
  69744. */
  69745. static readonly MATERIAL_AllDirtyFlag: number;
  69746. /**
  69747. * Returns the triangle fill mode
  69748. */
  69749. static readonly MATERIAL_TriangleFillMode: number;
  69750. /**
  69751. * Returns the wireframe mode
  69752. */
  69753. static readonly MATERIAL_WireFrameFillMode: number;
  69754. /**
  69755. * Returns the point fill mode
  69756. */
  69757. static readonly MATERIAL_PointFillMode: number;
  69758. /**
  69759. * Returns the point list draw mode
  69760. */
  69761. static readonly MATERIAL_PointListDrawMode: number;
  69762. /**
  69763. * Returns the line list draw mode
  69764. */
  69765. static readonly MATERIAL_LineListDrawMode: number;
  69766. /**
  69767. * Returns the line loop draw mode
  69768. */
  69769. static readonly MATERIAL_LineLoopDrawMode: number;
  69770. /**
  69771. * Returns the line strip draw mode
  69772. */
  69773. static readonly MATERIAL_LineStripDrawMode: number;
  69774. /**
  69775. * Returns the triangle strip draw mode
  69776. */
  69777. static readonly MATERIAL_TriangleStripDrawMode: number;
  69778. /**
  69779. * Returns the triangle fan draw mode
  69780. */
  69781. static readonly MATERIAL_TriangleFanDrawMode: number;
  69782. /**
  69783. * Stores the clock-wise side orientation
  69784. */
  69785. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69786. /**
  69787. * Stores the counter clock-wise side orientation
  69788. */
  69789. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69790. /**
  69791. * Nothing
  69792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69793. */
  69794. static readonly ACTION_NothingTrigger: number;
  69795. /**
  69796. * On pick
  69797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69798. */
  69799. static readonly ACTION_OnPickTrigger: number;
  69800. /**
  69801. * On left pick
  69802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69803. */
  69804. static readonly ACTION_OnLeftPickTrigger: number;
  69805. /**
  69806. * On right pick
  69807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69808. */
  69809. static readonly ACTION_OnRightPickTrigger: number;
  69810. /**
  69811. * On center pick
  69812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69813. */
  69814. static readonly ACTION_OnCenterPickTrigger: number;
  69815. /**
  69816. * On pick down
  69817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69818. */
  69819. static readonly ACTION_OnPickDownTrigger: number;
  69820. /**
  69821. * On double pick
  69822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69823. */
  69824. static readonly ACTION_OnDoublePickTrigger: number;
  69825. /**
  69826. * On pick up
  69827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69828. */
  69829. static readonly ACTION_OnPickUpTrigger: number;
  69830. /**
  69831. * On pick out.
  69832. * This trigger will only be raised if you also declared a OnPickDown
  69833. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69834. */
  69835. static readonly ACTION_OnPickOutTrigger: number;
  69836. /**
  69837. * On long press
  69838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69839. */
  69840. static readonly ACTION_OnLongPressTrigger: number;
  69841. /**
  69842. * On pointer over
  69843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69844. */
  69845. static readonly ACTION_OnPointerOverTrigger: number;
  69846. /**
  69847. * On pointer out
  69848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69849. */
  69850. static readonly ACTION_OnPointerOutTrigger: number;
  69851. /**
  69852. * On every frame
  69853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69854. */
  69855. static readonly ACTION_OnEveryFrameTrigger: number;
  69856. /**
  69857. * On intersection enter
  69858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69859. */
  69860. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69861. /**
  69862. * On intersection exit
  69863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69864. */
  69865. static readonly ACTION_OnIntersectionExitTrigger: number;
  69866. /**
  69867. * On key down
  69868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69869. */
  69870. static readonly ACTION_OnKeyDownTrigger: number;
  69871. /**
  69872. * On key up
  69873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69874. */
  69875. static readonly ACTION_OnKeyUpTrigger: number;
  69876. /**
  69877. * Billboard mode will only apply to Y axis
  69878. */
  69879. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69880. /**
  69881. * Billboard mode will apply to all axes
  69882. */
  69883. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69884. /**
  69885. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69886. */
  69887. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69888. /**
  69889. * Gets or sets base Assets URL
  69890. */
  69891. static PARTICLES_BaseAssetsUrl: string;
  69892. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69893. * Test order :
  69894. * Is the bounding sphere outside the frustum ?
  69895. * If not, are the bounding box vertices outside the frustum ?
  69896. * It not, then the cullable object is in the frustum.
  69897. */
  69898. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69899. /** Culling strategy : Bounding Sphere Only.
  69900. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69901. * It's also less accurate than the standard because some not visible objects can still be selected.
  69902. * Test : is the bounding sphere outside the frustum ?
  69903. * If not, then the cullable object is in the frustum.
  69904. */
  69905. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69906. /** Culling strategy : Optimistic Inclusion.
  69907. * This in an inclusion test first, then the standard exclusion test.
  69908. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69909. * 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.
  69910. * Anyway, it's as accurate as the standard strategy.
  69911. * Test :
  69912. * Is the cullable object bounding sphere center in the frustum ?
  69913. * If not, apply the default culling strategy.
  69914. */
  69915. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69916. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69917. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69918. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69919. * 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.
  69920. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69921. * Test :
  69922. * Is the cullable object bounding sphere center in the frustum ?
  69923. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69924. */
  69925. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69926. /**
  69927. * No logging while loading
  69928. */
  69929. static readonly SCENELOADER_NO_LOGGING: number;
  69930. /**
  69931. * Minimal logging while loading
  69932. */
  69933. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69934. /**
  69935. * Summary logging while loading
  69936. */
  69937. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69938. /**
  69939. * Detailled logging while loading
  69940. */
  69941. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69942. }
  69943. }
  69944. declare module BABYLON {
  69945. /**
  69946. * Class used to store and describe the pipeline context associated with an effect
  69947. */
  69948. export interface IPipelineContext {
  69949. /**
  69950. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69951. */
  69952. isAsync: boolean;
  69953. /**
  69954. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69955. */
  69956. isReady: boolean;
  69957. /** @hidden */
  69958. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69959. }
  69960. }
  69961. declare module BABYLON {
  69962. /** @hidden */
  69963. export interface IShaderProcessor {
  69964. attributeProcessor?: (attribute: string) => string;
  69965. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69966. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69967. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69968. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69969. lineProcessor?: (line: string, isFragment: boolean) => string;
  69970. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69971. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69972. }
  69973. }
  69974. declare module BABYLON {
  69975. /** @hidden */
  69976. export interface ProcessingOptions {
  69977. defines: string[];
  69978. indexParameters: any;
  69979. isFragment: boolean;
  69980. shouldUseHighPrecisionShader: boolean;
  69981. supportsUniformBuffers: boolean;
  69982. shadersRepository: string;
  69983. includesShadersStore: {
  69984. [key: string]: string;
  69985. };
  69986. processor?: IShaderProcessor;
  69987. version: string;
  69988. platformName: string;
  69989. lookForClosingBracketForUniformBuffer?: boolean;
  69990. }
  69991. }
  69992. declare module BABYLON {
  69993. /**
  69994. * Helper to manipulate strings
  69995. */
  69996. export class StringTools {
  69997. /**
  69998. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69999. * @param str Source string
  70000. * @param suffix Suffix to search for in the source string
  70001. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70002. */
  70003. static EndsWith(str: string, suffix: string): boolean;
  70004. /**
  70005. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70006. * @param str Source string
  70007. * @param suffix Suffix to search for in the source string
  70008. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70009. */
  70010. static StartsWith(str: string, suffix: string): boolean;
  70011. }
  70012. }
  70013. declare module BABYLON {
  70014. /** @hidden */
  70015. export class ShaderCodeNode {
  70016. line: string;
  70017. children: ShaderCodeNode[];
  70018. additionalDefineKey?: string;
  70019. additionalDefineValue?: string;
  70020. isValid(preprocessors: {
  70021. [key: string]: string;
  70022. }): boolean;
  70023. process(preprocessors: {
  70024. [key: string]: string;
  70025. }, options: ProcessingOptions): string;
  70026. }
  70027. }
  70028. declare module BABYLON {
  70029. /** @hidden */
  70030. export class ShaderCodeCursor {
  70031. private _lines;
  70032. lineIndex: number;
  70033. readonly currentLine: string;
  70034. readonly canRead: boolean;
  70035. lines: string[];
  70036. }
  70037. }
  70038. declare module BABYLON {
  70039. /** @hidden */
  70040. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70041. process(preprocessors: {
  70042. [key: string]: string;
  70043. }, options: ProcessingOptions): string;
  70044. }
  70045. }
  70046. declare module BABYLON {
  70047. /** @hidden */
  70048. export class ShaderDefineExpression {
  70049. isTrue(preprocessors: {
  70050. [key: string]: string;
  70051. }): boolean;
  70052. }
  70053. }
  70054. declare module BABYLON {
  70055. /** @hidden */
  70056. export class ShaderCodeTestNode extends ShaderCodeNode {
  70057. testExpression: ShaderDefineExpression;
  70058. isValid(preprocessors: {
  70059. [key: string]: string;
  70060. }): boolean;
  70061. }
  70062. }
  70063. declare module BABYLON {
  70064. /** @hidden */
  70065. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70066. define: string;
  70067. not: boolean;
  70068. constructor(define: string, not?: boolean);
  70069. isTrue(preprocessors: {
  70070. [key: string]: string;
  70071. }): boolean;
  70072. }
  70073. }
  70074. declare module BABYLON {
  70075. /** @hidden */
  70076. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70077. leftOperand: ShaderDefineExpression;
  70078. rightOperand: ShaderDefineExpression;
  70079. isTrue(preprocessors: {
  70080. [key: string]: string;
  70081. }): boolean;
  70082. }
  70083. }
  70084. declare module BABYLON {
  70085. /** @hidden */
  70086. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70087. leftOperand: ShaderDefineExpression;
  70088. rightOperand: ShaderDefineExpression;
  70089. isTrue(preprocessors: {
  70090. [key: string]: string;
  70091. }): boolean;
  70092. }
  70093. }
  70094. declare module BABYLON {
  70095. /** @hidden */
  70096. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70097. define: string;
  70098. operand: string;
  70099. testValue: string;
  70100. constructor(define: string, operand: string, testValue: string);
  70101. isTrue(preprocessors: {
  70102. [key: string]: string;
  70103. }): boolean;
  70104. }
  70105. }
  70106. declare module BABYLON {
  70107. /**
  70108. * @ignore
  70109. * Application error to support additional information when loading a file
  70110. */
  70111. export class LoadFileError extends Error {
  70112. /** defines the optional web request */
  70113. request?: WebRequest | undefined;
  70114. private static _setPrototypeOf;
  70115. /**
  70116. * Creates a new LoadFileError
  70117. * @param message defines the message of the error
  70118. * @param request defines the optional web request
  70119. */
  70120. constructor(message: string,
  70121. /** defines the optional web request */
  70122. request?: WebRequest | undefined);
  70123. }
  70124. }
  70125. declare module BABYLON {
  70126. /**
  70127. * Class used to enable access to offline support
  70128. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70129. */
  70130. export interface IOfflineProvider {
  70131. /**
  70132. * Gets a boolean indicating if scene must be saved in the database
  70133. */
  70134. enableSceneOffline: boolean;
  70135. /**
  70136. * Gets a boolean indicating if textures must be saved in the database
  70137. */
  70138. enableTexturesOffline: boolean;
  70139. /**
  70140. * Open the offline support and make it available
  70141. * @param successCallback defines the callback to call on success
  70142. * @param errorCallback defines the callback to call on error
  70143. */
  70144. open(successCallback: () => void, errorCallback: () => void): void;
  70145. /**
  70146. * Loads an image from the offline support
  70147. * @param url defines the url to load from
  70148. * @param image defines the target DOM image
  70149. */
  70150. loadImage(url: string, image: HTMLImageElement): void;
  70151. /**
  70152. * Loads a file from offline support
  70153. * @param url defines the URL to load from
  70154. * @param sceneLoaded defines a callback to call on success
  70155. * @param progressCallBack defines a callback to call when progress changed
  70156. * @param errorCallback defines a callback to call on error
  70157. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70158. */
  70159. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70160. }
  70161. }
  70162. declare module BABYLON {
  70163. /**
  70164. * Class used to help managing file picking and drag'n'drop
  70165. * File Storage
  70166. */
  70167. export class FilesInputStore {
  70168. /**
  70169. * List of files ready to be loaded
  70170. */
  70171. static FilesToLoad: {
  70172. [key: string]: File;
  70173. };
  70174. }
  70175. }
  70176. declare module BABYLON {
  70177. /**
  70178. * Class used to define a retry strategy when error happens while loading assets
  70179. */
  70180. export class RetryStrategy {
  70181. /**
  70182. * Function used to defines an exponential back off strategy
  70183. * @param maxRetries defines the maximum number of retries (3 by default)
  70184. * @param baseInterval defines the interval between retries
  70185. * @returns the strategy function to use
  70186. */
  70187. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70188. }
  70189. }
  70190. declare module BABYLON {
  70191. /**
  70192. * @hidden
  70193. */
  70194. export class FileTools {
  70195. /**
  70196. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70197. */
  70198. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70199. /**
  70200. * Gets or sets the base URL to use to load assets
  70201. */
  70202. static BaseUrl: string;
  70203. /**
  70204. * Default behaviour for cors in the application.
  70205. * It can be a string if the expected behavior is identical in the entire app.
  70206. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70207. */
  70208. static CorsBehavior: string | ((url: string | string[]) => string);
  70209. /**
  70210. * Gets or sets a function used to pre-process url before using them to load assets
  70211. */
  70212. static PreprocessUrl: (url: string) => string;
  70213. /**
  70214. * Removes unwanted characters from an url
  70215. * @param url defines the url to clean
  70216. * @returns the cleaned url
  70217. */
  70218. private static _CleanUrl;
  70219. /**
  70220. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70221. * @param url define the url we are trying
  70222. * @param element define the dom element where to configure the cors policy
  70223. */
  70224. static SetCorsBehavior(url: string | string[], element: {
  70225. crossOrigin: string | null;
  70226. }): void;
  70227. /**
  70228. * Loads an image as an HTMLImageElement.
  70229. * @param input url string, ArrayBuffer, or Blob to load
  70230. * @param onLoad callback called when the image successfully loads
  70231. * @param onError callback called when the image fails to load
  70232. * @param offlineProvider offline provider for caching
  70233. * @returns the HTMLImageElement of the loaded image
  70234. */
  70235. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70236. /**
  70237. * Loads a file
  70238. * @param fileToLoad defines the file to load
  70239. * @param callback defines the callback to call when data is loaded
  70240. * @param progressCallBack defines the callback to call during loading process
  70241. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70242. * @returns a file request object
  70243. */
  70244. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70245. /**
  70246. * Loads a file
  70247. * @param url url string, ArrayBuffer, or Blob to load
  70248. * @param onSuccess callback called when the file successfully loads
  70249. * @param onProgress callback called while file is loading (if the server supports this mode)
  70250. * @param offlineProvider defines the offline provider for caching
  70251. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70252. * @param onError callback called when the file fails to load
  70253. * @returns a file request object
  70254. */
  70255. 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;
  70256. /**
  70257. * Checks if the loaded document was accessed via `file:`-Protocol.
  70258. * @returns boolean
  70259. */
  70260. static IsFileURL(): boolean;
  70261. }
  70262. }
  70263. declare module BABYLON {
  70264. /** @hidden */
  70265. export class ShaderProcessor {
  70266. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70267. private static _ProcessPrecision;
  70268. private static _ExtractOperation;
  70269. private static _BuildSubExpression;
  70270. private static _BuildExpression;
  70271. private static _MoveCursorWithinIf;
  70272. private static _MoveCursor;
  70273. private static _EvaluatePreProcessors;
  70274. private static _PreparePreProcessors;
  70275. private static _ProcessShaderConversion;
  70276. private static _ProcessIncludes;
  70277. }
  70278. }
  70279. declare module BABYLON {
  70280. /**
  70281. * Class used to hold a RBG color
  70282. */
  70283. export class Color3 {
  70284. /**
  70285. * Defines the red component (between 0 and 1, default is 0)
  70286. */
  70287. r: number;
  70288. /**
  70289. * Defines the green component (between 0 and 1, default is 0)
  70290. */
  70291. g: number;
  70292. /**
  70293. * Defines the blue component (between 0 and 1, default is 0)
  70294. */
  70295. b: number;
  70296. /**
  70297. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70298. * @param r defines the red component (between 0 and 1, default is 0)
  70299. * @param g defines the green component (between 0 and 1, default is 0)
  70300. * @param b defines the blue component (between 0 and 1, default is 0)
  70301. */
  70302. constructor(
  70303. /**
  70304. * Defines the red component (between 0 and 1, default is 0)
  70305. */
  70306. r?: number,
  70307. /**
  70308. * Defines the green component (between 0 and 1, default is 0)
  70309. */
  70310. g?: number,
  70311. /**
  70312. * Defines the blue component (between 0 and 1, default is 0)
  70313. */
  70314. b?: number);
  70315. /**
  70316. * Creates a string with the Color3 current values
  70317. * @returns the string representation of the Color3 object
  70318. */
  70319. toString(): string;
  70320. /**
  70321. * Returns the string "Color3"
  70322. * @returns "Color3"
  70323. */
  70324. getClassName(): string;
  70325. /**
  70326. * Compute the Color3 hash code
  70327. * @returns an unique number that can be used to hash Color3 objects
  70328. */
  70329. getHashCode(): number;
  70330. /**
  70331. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70332. * @param array defines the array where to store the r,g,b components
  70333. * @param index defines an optional index in the target array to define where to start storing values
  70334. * @returns the current Color3 object
  70335. */
  70336. toArray(array: FloatArray, index?: number): Color3;
  70337. /**
  70338. * Returns a new Color4 object from the current Color3 and the given alpha
  70339. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70340. * @returns a new Color4 object
  70341. */
  70342. toColor4(alpha?: number): Color4;
  70343. /**
  70344. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70345. * @returns the new array
  70346. */
  70347. asArray(): number[];
  70348. /**
  70349. * Returns the luminance value
  70350. * @returns a float value
  70351. */
  70352. toLuminance(): number;
  70353. /**
  70354. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70355. * @param otherColor defines the second operand
  70356. * @returns the new Color3 object
  70357. */
  70358. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70359. /**
  70360. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70361. * @param otherColor defines the second operand
  70362. * @param result defines the Color3 object where to store the result
  70363. * @returns the current Color3
  70364. */
  70365. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70366. /**
  70367. * Determines equality between Color3 objects
  70368. * @param otherColor defines the second operand
  70369. * @returns true if the rgb values are equal to the given ones
  70370. */
  70371. equals(otherColor: DeepImmutable<Color3>): boolean;
  70372. /**
  70373. * Determines equality between the current Color3 object and a set of r,b,g values
  70374. * @param r defines the red component to check
  70375. * @param g defines the green component to check
  70376. * @param b defines the blue component to check
  70377. * @returns true if the rgb values are equal to the given ones
  70378. */
  70379. equalsFloats(r: number, g: number, b: number): boolean;
  70380. /**
  70381. * Multiplies in place each rgb value by scale
  70382. * @param scale defines the scaling factor
  70383. * @returns the updated Color3
  70384. */
  70385. scale(scale: number): Color3;
  70386. /**
  70387. * Multiplies the rgb values by scale and stores the result into "result"
  70388. * @param scale defines the scaling factor
  70389. * @param result defines the Color3 object where to store the result
  70390. * @returns the unmodified current Color3
  70391. */
  70392. scaleToRef(scale: number, result: Color3): Color3;
  70393. /**
  70394. * Scale the current Color3 values by a factor and add the result to a given Color3
  70395. * @param scale defines the scale factor
  70396. * @param result defines color to store the result into
  70397. * @returns the unmodified current Color3
  70398. */
  70399. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70400. /**
  70401. * Clamps the rgb values by the min and max values and stores the result into "result"
  70402. * @param min defines minimum clamping value (default is 0)
  70403. * @param max defines maximum clamping value (default is 1)
  70404. * @param result defines color to store the result into
  70405. * @returns the original Color3
  70406. */
  70407. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70408. /**
  70409. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70410. * @param otherColor defines the second operand
  70411. * @returns the new Color3
  70412. */
  70413. add(otherColor: DeepImmutable<Color3>): Color3;
  70414. /**
  70415. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70416. * @param otherColor defines the second operand
  70417. * @param result defines Color3 object to store the result into
  70418. * @returns the unmodified current Color3
  70419. */
  70420. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70421. /**
  70422. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70423. * @param otherColor defines the second operand
  70424. * @returns the new Color3
  70425. */
  70426. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70427. /**
  70428. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70429. * @param otherColor defines the second operand
  70430. * @param result defines Color3 object to store the result into
  70431. * @returns the unmodified current Color3
  70432. */
  70433. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70434. /**
  70435. * Copy the current object
  70436. * @returns a new Color3 copied the current one
  70437. */
  70438. clone(): Color3;
  70439. /**
  70440. * Copies the rgb values from the source in the current Color3
  70441. * @param source defines the source Color3 object
  70442. * @returns the updated Color3 object
  70443. */
  70444. copyFrom(source: DeepImmutable<Color3>): Color3;
  70445. /**
  70446. * Updates the Color3 rgb values from the given floats
  70447. * @param r defines the red component to read from
  70448. * @param g defines the green component to read from
  70449. * @param b defines the blue component to read from
  70450. * @returns the current Color3 object
  70451. */
  70452. copyFromFloats(r: number, g: number, b: number): Color3;
  70453. /**
  70454. * Updates the Color3 rgb values from the given floats
  70455. * @param r defines the red component to read from
  70456. * @param g defines the green component to read from
  70457. * @param b defines the blue component to read from
  70458. * @returns the current Color3 object
  70459. */
  70460. set(r: number, g: number, b: number): Color3;
  70461. /**
  70462. * Compute the Color3 hexadecimal code as a string
  70463. * @returns a string containing the hexadecimal representation of the Color3 object
  70464. */
  70465. toHexString(): string;
  70466. /**
  70467. * Computes a new Color3 converted from the current one to linear space
  70468. * @returns a new Color3 object
  70469. */
  70470. toLinearSpace(): Color3;
  70471. /**
  70472. * Converts current color in rgb space to HSV values
  70473. * @returns a new color3 representing the HSV values
  70474. */
  70475. toHSV(): Color3;
  70476. /**
  70477. * Converts current color in rgb space to HSV values
  70478. * @param result defines the Color3 where to store the HSV values
  70479. */
  70480. toHSVToRef(result: Color3): void;
  70481. /**
  70482. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70483. * @param convertedColor defines the Color3 object where to store the linear space version
  70484. * @returns the unmodified Color3
  70485. */
  70486. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70487. /**
  70488. * Computes a new Color3 converted from the current one to gamma space
  70489. * @returns a new Color3 object
  70490. */
  70491. toGammaSpace(): Color3;
  70492. /**
  70493. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70494. * @param convertedColor defines the Color3 object where to store the gamma space version
  70495. * @returns the unmodified Color3
  70496. */
  70497. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70498. private static _BlackReadOnly;
  70499. /**
  70500. * Convert Hue, saturation and value to a Color3 (RGB)
  70501. * @param hue defines the hue
  70502. * @param saturation defines the saturation
  70503. * @param value defines the value
  70504. * @param result defines the Color3 where to store the RGB values
  70505. */
  70506. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70507. /**
  70508. * Creates a new Color3 from the string containing valid hexadecimal values
  70509. * @param hex defines a string containing valid hexadecimal values
  70510. * @returns a new Color3 object
  70511. */
  70512. static FromHexString(hex: string): Color3;
  70513. /**
  70514. * Creates a new Color3 from the starting index of the given array
  70515. * @param array defines the source array
  70516. * @param offset defines an offset in the source array
  70517. * @returns a new Color3 object
  70518. */
  70519. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70520. /**
  70521. * Creates a new Color3 from integer values (< 256)
  70522. * @param r defines the red component to read from (value between 0 and 255)
  70523. * @param g defines the green component to read from (value between 0 and 255)
  70524. * @param b defines the blue component to read from (value between 0 and 255)
  70525. * @returns a new Color3 object
  70526. */
  70527. static FromInts(r: number, g: number, b: number): Color3;
  70528. /**
  70529. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70530. * @param start defines the start Color3 value
  70531. * @param end defines the end Color3 value
  70532. * @param amount defines the gradient value between start and end
  70533. * @returns a new Color3 object
  70534. */
  70535. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70536. /**
  70537. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70538. * @param left defines the start value
  70539. * @param right defines the end value
  70540. * @param amount defines the gradient factor
  70541. * @param result defines the Color3 object where to store the result
  70542. */
  70543. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70544. /**
  70545. * Returns a Color3 value containing a red color
  70546. * @returns a new Color3 object
  70547. */
  70548. static Red(): Color3;
  70549. /**
  70550. * Returns a Color3 value containing a green color
  70551. * @returns a new Color3 object
  70552. */
  70553. static Green(): Color3;
  70554. /**
  70555. * Returns a Color3 value containing a blue color
  70556. * @returns a new Color3 object
  70557. */
  70558. static Blue(): Color3;
  70559. /**
  70560. * Returns a Color3 value containing a black color
  70561. * @returns a new Color3 object
  70562. */
  70563. static Black(): Color3;
  70564. /**
  70565. * Gets a Color3 value containing a black color that must not be updated
  70566. */
  70567. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70568. /**
  70569. * Returns a Color3 value containing a white color
  70570. * @returns a new Color3 object
  70571. */
  70572. static White(): Color3;
  70573. /**
  70574. * Returns a Color3 value containing a purple color
  70575. * @returns a new Color3 object
  70576. */
  70577. static Purple(): Color3;
  70578. /**
  70579. * Returns a Color3 value containing a magenta color
  70580. * @returns a new Color3 object
  70581. */
  70582. static Magenta(): Color3;
  70583. /**
  70584. * Returns a Color3 value containing a yellow color
  70585. * @returns a new Color3 object
  70586. */
  70587. static Yellow(): Color3;
  70588. /**
  70589. * Returns a Color3 value containing a gray color
  70590. * @returns a new Color3 object
  70591. */
  70592. static Gray(): Color3;
  70593. /**
  70594. * Returns a Color3 value containing a teal color
  70595. * @returns a new Color3 object
  70596. */
  70597. static Teal(): Color3;
  70598. /**
  70599. * Returns a Color3 value containing a random color
  70600. * @returns a new Color3 object
  70601. */
  70602. static Random(): Color3;
  70603. }
  70604. /**
  70605. * Class used to hold a RBGA color
  70606. */
  70607. export class Color4 {
  70608. /**
  70609. * Defines the red component (between 0 and 1, default is 0)
  70610. */
  70611. r: number;
  70612. /**
  70613. * Defines the green component (between 0 and 1, default is 0)
  70614. */
  70615. g: number;
  70616. /**
  70617. * Defines the blue component (between 0 and 1, default is 0)
  70618. */
  70619. b: number;
  70620. /**
  70621. * Defines the alpha component (between 0 and 1, default is 1)
  70622. */
  70623. a: number;
  70624. /**
  70625. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70626. * @param r defines the red component (between 0 and 1, default is 0)
  70627. * @param g defines the green component (between 0 and 1, default is 0)
  70628. * @param b defines the blue component (between 0 and 1, default is 0)
  70629. * @param a defines the alpha component (between 0 and 1, default is 1)
  70630. */
  70631. constructor(
  70632. /**
  70633. * Defines the red component (between 0 and 1, default is 0)
  70634. */
  70635. r?: number,
  70636. /**
  70637. * Defines the green component (between 0 and 1, default is 0)
  70638. */
  70639. g?: number,
  70640. /**
  70641. * Defines the blue component (between 0 and 1, default is 0)
  70642. */
  70643. b?: number,
  70644. /**
  70645. * Defines the alpha component (between 0 and 1, default is 1)
  70646. */
  70647. a?: number);
  70648. /**
  70649. * Adds in place the given Color4 values to the current Color4 object
  70650. * @param right defines the second operand
  70651. * @returns the current updated Color4 object
  70652. */
  70653. addInPlace(right: DeepImmutable<Color4>): Color4;
  70654. /**
  70655. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70656. * @returns the new array
  70657. */
  70658. asArray(): number[];
  70659. /**
  70660. * Stores from the starting index in the given array the Color4 successive values
  70661. * @param array defines the array where to store the r,g,b components
  70662. * @param index defines an optional index in the target array to define where to start storing values
  70663. * @returns the current Color4 object
  70664. */
  70665. toArray(array: number[], index?: number): Color4;
  70666. /**
  70667. * Determines equality between Color4 objects
  70668. * @param otherColor defines the second operand
  70669. * @returns true if the rgba values are equal to the given ones
  70670. */
  70671. equals(otherColor: DeepImmutable<Color4>): boolean;
  70672. /**
  70673. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70674. * @param right defines the second operand
  70675. * @returns a new Color4 object
  70676. */
  70677. add(right: DeepImmutable<Color4>): Color4;
  70678. /**
  70679. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70680. * @param right defines the second operand
  70681. * @returns a new Color4 object
  70682. */
  70683. subtract(right: DeepImmutable<Color4>): Color4;
  70684. /**
  70685. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70686. * @param right defines the second operand
  70687. * @param result defines the Color4 object where to store the result
  70688. * @returns the current Color4 object
  70689. */
  70690. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70691. /**
  70692. * Creates a new Color4 with the current Color4 values multiplied by scale
  70693. * @param scale defines the scaling factor to apply
  70694. * @returns a new Color4 object
  70695. */
  70696. scale(scale: number): Color4;
  70697. /**
  70698. * Multiplies the current Color4 values by scale and stores the result in "result"
  70699. * @param scale defines the scaling factor to apply
  70700. * @param result defines the Color4 object where to store the result
  70701. * @returns the current unmodified Color4
  70702. */
  70703. scaleToRef(scale: number, result: Color4): Color4;
  70704. /**
  70705. * Scale the current Color4 values by a factor and add the result to a given Color4
  70706. * @param scale defines the scale factor
  70707. * @param result defines the Color4 object where to store the result
  70708. * @returns the unmodified current Color4
  70709. */
  70710. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70711. /**
  70712. * Clamps the rgb values by the min and max values and stores the result into "result"
  70713. * @param min defines minimum clamping value (default is 0)
  70714. * @param max defines maximum clamping value (default is 1)
  70715. * @param result defines color to store the result into.
  70716. * @returns the cuurent Color4
  70717. */
  70718. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70719. /**
  70720. * Multipy an Color4 value by another and return a new Color4 object
  70721. * @param color defines the Color4 value to multiply by
  70722. * @returns a new Color4 object
  70723. */
  70724. multiply(color: Color4): Color4;
  70725. /**
  70726. * Multipy a Color4 value by another and push the result in a reference value
  70727. * @param color defines the Color4 value to multiply by
  70728. * @param result defines the Color4 to fill the result in
  70729. * @returns the result Color4
  70730. */
  70731. multiplyToRef(color: Color4, result: Color4): Color4;
  70732. /**
  70733. * Creates a string with the Color4 current values
  70734. * @returns the string representation of the Color4 object
  70735. */
  70736. toString(): string;
  70737. /**
  70738. * Returns the string "Color4"
  70739. * @returns "Color4"
  70740. */
  70741. getClassName(): string;
  70742. /**
  70743. * Compute the Color4 hash code
  70744. * @returns an unique number that can be used to hash Color4 objects
  70745. */
  70746. getHashCode(): number;
  70747. /**
  70748. * Creates a new Color4 copied from the current one
  70749. * @returns a new Color4 object
  70750. */
  70751. clone(): Color4;
  70752. /**
  70753. * Copies the given Color4 values into the current one
  70754. * @param source defines the source Color4 object
  70755. * @returns the current updated Color4 object
  70756. */
  70757. copyFrom(source: Color4): Color4;
  70758. /**
  70759. * Copies the given float values into the current one
  70760. * @param r defines the red component to read from
  70761. * @param g defines the green component to read from
  70762. * @param b defines the blue component to read from
  70763. * @param a defines the alpha component to read from
  70764. * @returns the current updated Color4 object
  70765. */
  70766. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70767. /**
  70768. * Copies the given float values into the current one
  70769. * @param r defines the red component to read from
  70770. * @param g defines the green component to read from
  70771. * @param b defines the blue component to read from
  70772. * @param a defines the alpha component to read from
  70773. * @returns the current updated Color4 object
  70774. */
  70775. set(r: number, g: number, b: number, a: number): Color4;
  70776. /**
  70777. * Compute the Color4 hexadecimal code as a string
  70778. * @returns a string containing the hexadecimal representation of the Color4 object
  70779. */
  70780. toHexString(): string;
  70781. /**
  70782. * Computes a new Color4 converted from the current one to linear space
  70783. * @returns a new Color4 object
  70784. */
  70785. toLinearSpace(): Color4;
  70786. /**
  70787. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70788. * @param convertedColor defines the Color4 object where to store the linear space version
  70789. * @returns the unmodified Color4
  70790. */
  70791. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70792. /**
  70793. * Computes a new Color4 converted from the current one to gamma space
  70794. * @returns a new Color4 object
  70795. */
  70796. toGammaSpace(): Color4;
  70797. /**
  70798. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70799. * @param convertedColor defines the Color4 object where to store the gamma space version
  70800. * @returns the unmodified Color4
  70801. */
  70802. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70803. /**
  70804. * Creates a new Color4 from the string containing valid hexadecimal values
  70805. * @param hex defines a string containing valid hexadecimal values
  70806. * @returns a new Color4 object
  70807. */
  70808. static FromHexString(hex: string): Color4;
  70809. /**
  70810. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70811. * @param left defines the start value
  70812. * @param right defines the end value
  70813. * @param amount defines the gradient factor
  70814. * @returns a new Color4 object
  70815. */
  70816. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70817. /**
  70818. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70819. * @param left defines the start value
  70820. * @param right defines the end value
  70821. * @param amount defines the gradient factor
  70822. * @param result defines the Color4 object where to store data
  70823. */
  70824. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70825. /**
  70826. * Creates a new Color4 from a Color3 and an alpha value
  70827. * @param color3 defines the source Color3 to read from
  70828. * @param alpha defines the alpha component (1.0 by default)
  70829. * @returns a new Color4 object
  70830. */
  70831. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70832. /**
  70833. * Creates a new Color4 from the starting index element of the given array
  70834. * @param array defines the source array to read from
  70835. * @param offset defines the offset in the source array
  70836. * @returns a new Color4 object
  70837. */
  70838. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70839. /**
  70840. * Creates a new Color3 from integer values (< 256)
  70841. * @param r defines the red component to read from (value between 0 and 255)
  70842. * @param g defines the green component to read from (value between 0 and 255)
  70843. * @param b defines the blue component to read from (value between 0 and 255)
  70844. * @param a defines the alpha component to read from (value between 0 and 255)
  70845. * @returns a new Color3 object
  70846. */
  70847. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70848. /**
  70849. * Check the content of a given array and convert it to an array containing RGBA data
  70850. * If the original array was already containing count * 4 values then it is returned directly
  70851. * @param colors defines the array to check
  70852. * @param count defines the number of RGBA data to expect
  70853. * @returns an array containing count * 4 values (RGBA)
  70854. */
  70855. static CheckColors4(colors: number[], count: number): number[];
  70856. }
  70857. /**
  70858. * @hidden
  70859. */
  70860. export class TmpColors {
  70861. static Color3: Color3[];
  70862. static Color4: Color4[];
  70863. }
  70864. }
  70865. declare module BABYLON {
  70866. /**
  70867. * Class representing spherical harmonics coefficients to the 3rd degree
  70868. */
  70869. export class SphericalHarmonics {
  70870. /**
  70871. * Defines whether or not the harmonics have been prescaled for rendering.
  70872. */
  70873. preScaled: boolean;
  70874. /**
  70875. * The l0,0 coefficients of the spherical harmonics
  70876. */
  70877. l00: Vector3;
  70878. /**
  70879. * The l1,-1 coefficients of the spherical harmonics
  70880. */
  70881. l1_1: Vector3;
  70882. /**
  70883. * The l1,0 coefficients of the spherical harmonics
  70884. */
  70885. l10: Vector3;
  70886. /**
  70887. * The l1,1 coefficients of the spherical harmonics
  70888. */
  70889. l11: Vector3;
  70890. /**
  70891. * The l2,-2 coefficients of the spherical harmonics
  70892. */
  70893. l2_2: Vector3;
  70894. /**
  70895. * The l2,-1 coefficients of the spherical harmonics
  70896. */
  70897. l2_1: Vector3;
  70898. /**
  70899. * The l2,0 coefficients of the spherical harmonics
  70900. */
  70901. l20: Vector3;
  70902. /**
  70903. * The l2,1 coefficients of the spherical harmonics
  70904. */
  70905. l21: Vector3;
  70906. /**
  70907. * The l2,2 coefficients of the spherical harmonics
  70908. */
  70909. l22: Vector3;
  70910. /**
  70911. * Adds a light to the spherical harmonics
  70912. * @param direction the direction of the light
  70913. * @param color the color of the light
  70914. * @param deltaSolidAngle the delta solid angle of the light
  70915. */
  70916. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70917. /**
  70918. * Scales the spherical harmonics by the given amount
  70919. * @param scale the amount to scale
  70920. */
  70921. scaleInPlace(scale: number): void;
  70922. /**
  70923. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70924. *
  70925. * ```
  70926. * E_lm = A_l * L_lm
  70927. * ```
  70928. *
  70929. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70930. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70931. * the scaling factors are given in equation 9.
  70932. */
  70933. convertIncidentRadianceToIrradiance(): void;
  70934. /**
  70935. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70936. *
  70937. * ```
  70938. * L = (1/pi) * E * rho
  70939. * ```
  70940. *
  70941. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70942. */
  70943. convertIrradianceToLambertianRadiance(): void;
  70944. /**
  70945. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70946. * required operations at run time.
  70947. *
  70948. * This is simply done by scaling back the SH with Ylm constants parameter.
  70949. * The trigonometric part being applied by the shader at run time.
  70950. */
  70951. preScaleForRendering(): void;
  70952. /**
  70953. * Constructs a spherical harmonics from an array.
  70954. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70955. * @returns the spherical harmonics
  70956. */
  70957. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70958. /**
  70959. * Gets the spherical harmonics from polynomial
  70960. * @param polynomial the spherical polynomial
  70961. * @returns the spherical harmonics
  70962. */
  70963. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70964. }
  70965. /**
  70966. * Class representing spherical polynomial coefficients to the 3rd degree
  70967. */
  70968. export class SphericalPolynomial {
  70969. private _harmonics;
  70970. /**
  70971. * The spherical harmonics used to create the polynomials.
  70972. */
  70973. readonly preScaledHarmonics: SphericalHarmonics;
  70974. /**
  70975. * The x coefficients of the spherical polynomial
  70976. */
  70977. x: Vector3;
  70978. /**
  70979. * The y coefficients of the spherical polynomial
  70980. */
  70981. y: Vector3;
  70982. /**
  70983. * The z coefficients of the spherical polynomial
  70984. */
  70985. z: Vector3;
  70986. /**
  70987. * The xx coefficients of the spherical polynomial
  70988. */
  70989. xx: Vector3;
  70990. /**
  70991. * The yy coefficients of the spherical polynomial
  70992. */
  70993. yy: Vector3;
  70994. /**
  70995. * The zz coefficients of the spherical polynomial
  70996. */
  70997. zz: Vector3;
  70998. /**
  70999. * The xy coefficients of the spherical polynomial
  71000. */
  71001. xy: Vector3;
  71002. /**
  71003. * The yz coefficients of the spherical polynomial
  71004. */
  71005. yz: Vector3;
  71006. /**
  71007. * The zx coefficients of the spherical polynomial
  71008. */
  71009. zx: Vector3;
  71010. /**
  71011. * Adds an ambient color to the spherical polynomial
  71012. * @param color the color to add
  71013. */
  71014. addAmbient(color: Color3): void;
  71015. /**
  71016. * Scales the spherical polynomial by the given amount
  71017. * @param scale the amount to scale
  71018. */
  71019. scaleInPlace(scale: number): void;
  71020. /**
  71021. * Gets the spherical polynomial from harmonics
  71022. * @param harmonics the spherical harmonics
  71023. * @returns the spherical polynomial
  71024. */
  71025. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71026. /**
  71027. * Constructs a spherical polynomial from an array.
  71028. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71029. * @returns the spherical polynomial
  71030. */
  71031. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71032. }
  71033. }
  71034. declare module BABYLON {
  71035. /**
  71036. * Define options used to create a render target texture
  71037. */
  71038. export class RenderTargetCreationOptions {
  71039. /**
  71040. * Specifies is mipmaps must be generated
  71041. */
  71042. generateMipMaps?: boolean;
  71043. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71044. generateDepthBuffer?: boolean;
  71045. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71046. generateStencilBuffer?: boolean;
  71047. /** Defines texture type (int by default) */
  71048. type?: number;
  71049. /** Defines sampling mode (trilinear by default) */
  71050. samplingMode?: number;
  71051. /** Defines format (RGBA by default) */
  71052. format?: number;
  71053. }
  71054. }
  71055. declare module BABYLON {
  71056. /**
  71057. * @hidden
  71058. **/
  71059. export class _AlphaState {
  71060. private _isAlphaBlendDirty;
  71061. private _isBlendFunctionParametersDirty;
  71062. private _isBlendEquationParametersDirty;
  71063. private _isBlendConstantsDirty;
  71064. private _alphaBlend;
  71065. private _blendFunctionParameters;
  71066. private _blendEquationParameters;
  71067. private _blendConstants;
  71068. /**
  71069. * Initializes the state.
  71070. */
  71071. constructor();
  71072. readonly isDirty: boolean;
  71073. alphaBlend: boolean;
  71074. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71075. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71076. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71077. reset(): void;
  71078. apply(gl: WebGLRenderingContext): void;
  71079. }
  71080. }
  71081. declare module BABYLON {
  71082. /**
  71083. * @hidden
  71084. **/
  71085. export class _DepthCullingState {
  71086. private _isDepthTestDirty;
  71087. private _isDepthMaskDirty;
  71088. private _isDepthFuncDirty;
  71089. private _isCullFaceDirty;
  71090. private _isCullDirty;
  71091. private _isZOffsetDirty;
  71092. private _isFrontFaceDirty;
  71093. private _depthTest;
  71094. private _depthMask;
  71095. private _depthFunc;
  71096. private _cull;
  71097. private _cullFace;
  71098. private _zOffset;
  71099. private _frontFace;
  71100. /**
  71101. * Initializes the state.
  71102. */
  71103. constructor();
  71104. readonly isDirty: boolean;
  71105. zOffset: number;
  71106. cullFace: Nullable<number>;
  71107. cull: Nullable<boolean>;
  71108. depthFunc: Nullable<number>;
  71109. depthMask: boolean;
  71110. depthTest: boolean;
  71111. frontFace: Nullable<number>;
  71112. reset(): void;
  71113. apply(gl: WebGLRenderingContext): void;
  71114. }
  71115. }
  71116. declare module BABYLON {
  71117. /**
  71118. * @hidden
  71119. **/
  71120. export class _StencilState {
  71121. /** 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 */
  71122. static readonly ALWAYS: number;
  71123. /** Passed to stencilOperation to specify that stencil value must be kept */
  71124. static readonly KEEP: number;
  71125. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71126. static readonly REPLACE: number;
  71127. private _isStencilTestDirty;
  71128. private _isStencilMaskDirty;
  71129. private _isStencilFuncDirty;
  71130. private _isStencilOpDirty;
  71131. private _stencilTest;
  71132. private _stencilMask;
  71133. private _stencilFunc;
  71134. private _stencilFuncRef;
  71135. private _stencilFuncMask;
  71136. private _stencilOpStencilFail;
  71137. private _stencilOpDepthFail;
  71138. private _stencilOpStencilDepthPass;
  71139. readonly isDirty: boolean;
  71140. stencilFunc: number;
  71141. stencilFuncRef: number;
  71142. stencilFuncMask: number;
  71143. stencilOpStencilFail: number;
  71144. stencilOpDepthFail: number;
  71145. stencilOpStencilDepthPass: number;
  71146. stencilMask: number;
  71147. stencilTest: boolean;
  71148. constructor();
  71149. reset(): void;
  71150. apply(gl: WebGLRenderingContext): void;
  71151. }
  71152. }
  71153. declare module BABYLON {
  71154. /**
  71155. * @hidden
  71156. **/
  71157. export class _TimeToken {
  71158. _startTimeQuery: Nullable<WebGLQuery>;
  71159. _endTimeQuery: Nullable<WebGLQuery>;
  71160. _timeElapsedQuery: Nullable<WebGLQuery>;
  71161. _timeElapsedQueryEnded: boolean;
  71162. }
  71163. }
  71164. declare module BABYLON {
  71165. /**
  71166. * Class used to evalaute queries containing `and` and `or` operators
  71167. */
  71168. export class AndOrNotEvaluator {
  71169. /**
  71170. * Evaluate a query
  71171. * @param query defines the query to evaluate
  71172. * @param evaluateCallback defines the callback used to filter result
  71173. * @returns true if the query matches
  71174. */
  71175. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71176. private static _HandleParenthesisContent;
  71177. private static _SimplifyNegation;
  71178. }
  71179. }
  71180. declare module BABYLON {
  71181. /**
  71182. * Class used to store custom tags
  71183. */
  71184. export class Tags {
  71185. /**
  71186. * Adds support for tags on the given object
  71187. * @param obj defines the object to use
  71188. */
  71189. static EnableFor(obj: any): void;
  71190. /**
  71191. * Removes tags support
  71192. * @param obj defines the object to use
  71193. */
  71194. static DisableFor(obj: any): void;
  71195. /**
  71196. * Gets a boolean indicating if the given object has tags
  71197. * @param obj defines the object to use
  71198. * @returns a boolean
  71199. */
  71200. static HasTags(obj: any): boolean;
  71201. /**
  71202. * Gets the tags available on a given object
  71203. * @param obj defines the object to use
  71204. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71205. * @returns the tags
  71206. */
  71207. static GetTags(obj: any, asString?: boolean): any;
  71208. /**
  71209. * Adds tags to an object
  71210. * @param obj defines the object to use
  71211. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71212. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71213. */
  71214. static AddTagsTo(obj: any, tagsString: string): void;
  71215. /**
  71216. * @hidden
  71217. */
  71218. static _AddTagTo(obj: any, tag: string): void;
  71219. /**
  71220. * Removes specific tags from a specific object
  71221. * @param obj defines the object to use
  71222. * @param tagsString defines the tags to remove
  71223. */
  71224. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71225. /**
  71226. * @hidden
  71227. */
  71228. static _RemoveTagFrom(obj: any, tag: string): void;
  71229. /**
  71230. * Defines if tags hosted on an object match a given query
  71231. * @param obj defines the object to use
  71232. * @param tagsQuery defines the tag query
  71233. * @returns a boolean
  71234. */
  71235. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71236. }
  71237. }
  71238. declare module BABYLON {
  71239. /**
  71240. * Defines potential orientation for back face culling
  71241. */
  71242. export enum Orientation {
  71243. /**
  71244. * Clockwise
  71245. */
  71246. CW = 0,
  71247. /** Counter clockwise */
  71248. CCW = 1
  71249. }
  71250. /** Class used to represent a Bezier curve */
  71251. export class BezierCurve {
  71252. /**
  71253. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71254. * @param t defines the time
  71255. * @param x1 defines the left coordinate on X axis
  71256. * @param y1 defines the left coordinate on Y axis
  71257. * @param x2 defines the right coordinate on X axis
  71258. * @param y2 defines the right coordinate on Y axis
  71259. * @returns the interpolated value
  71260. */
  71261. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71262. }
  71263. /**
  71264. * Defines angle representation
  71265. */
  71266. export class Angle {
  71267. private _radians;
  71268. /**
  71269. * Creates an Angle object of "radians" radians (float).
  71270. * @param radians the angle in radians
  71271. */
  71272. constructor(radians: number);
  71273. /**
  71274. * Get value in degrees
  71275. * @returns the Angle value in degrees (float)
  71276. */
  71277. degrees(): number;
  71278. /**
  71279. * Get value in radians
  71280. * @returns the Angle value in radians (float)
  71281. */
  71282. radians(): number;
  71283. /**
  71284. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71285. * @param a defines first vector
  71286. * @param b defines second vector
  71287. * @returns a new Angle
  71288. */
  71289. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71290. /**
  71291. * Gets a new Angle object from the given float in radians
  71292. * @param radians defines the angle value in radians
  71293. * @returns a new Angle
  71294. */
  71295. static FromRadians(radians: number): Angle;
  71296. /**
  71297. * Gets a new Angle object from the given float in degrees
  71298. * @param degrees defines the angle value in degrees
  71299. * @returns a new Angle
  71300. */
  71301. static FromDegrees(degrees: number): Angle;
  71302. }
  71303. /**
  71304. * This represents an arc in a 2d space.
  71305. */
  71306. export class Arc2 {
  71307. /** Defines the start point of the arc */
  71308. startPoint: Vector2;
  71309. /** Defines the mid point of the arc */
  71310. midPoint: Vector2;
  71311. /** Defines the end point of the arc */
  71312. endPoint: Vector2;
  71313. /**
  71314. * Defines the center point of the arc.
  71315. */
  71316. centerPoint: Vector2;
  71317. /**
  71318. * Defines the radius of the arc.
  71319. */
  71320. radius: number;
  71321. /**
  71322. * Defines the angle of the arc (from mid point to end point).
  71323. */
  71324. angle: Angle;
  71325. /**
  71326. * Defines the start angle of the arc (from start point to middle point).
  71327. */
  71328. startAngle: Angle;
  71329. /**
  71330. * Defines the orientation of the arc (clock wise/counter clock wise).
  71331. */
  71332. orientation: Orientation;
  71333. /**
  71334. * Creates an Arc object from the three given points : start, middle and end.
  71335. * @param startPoint Defines the start point of the arc
  71336. * @param midPoint Defines the midlle point of the arc
  71337. * @param endPoint Defines the end point of the arc
  71338. */
  71339. constructor(
  71340. /** Defines the start point of the arc */
  71341. startPoint: Vector2,
  71342. /** Defines the mid point of the arc */
  71343. midPoint: Vector2,
  71344. /** Defines the end point of the arc */
  71345. endPoint: Vector2);
  71346. }
  71347. /**
  71348. * Represents a 2D path made up of multiple 2D points
  71349. */
  71350. export class Path2 {
  71351. private _points;
  71352. private _length;
  71353. /**
  71354. * If the path start and end point are the same
  71355. */
  71356. closed: boolean;
  71357. /**
  71358. * Creates a Path2 object from the starting 2D coordinates x and y.
  71359. * @param x the starting points x value
  71360. * @param y the starting points y value
  71361. */
  71362. constructor(x: number, y: number);
  71363. /**
  71364. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71365. * @param x the added points x value
  71366. * @param y the added points y value
  71367. * @returns the updated Path2.
  71368. */
  71369. addLineTo(x: number, y: number): Path2;
  71370. /**
  71371. * 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.
  71372. * @param midX middle point x value
  71373. * @param midY middle point y value
  71374. * @param endX end point x value
  71375. * @param endY end point y value
  71376. * @param numberOfSegments (default: 36)
  71377. * @returns the updated Path2.
  71378. */
  71379. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71380. /**
  71381. * Closes the Path2.
  71382. * @returns the Path2.
  71383. */
  71384. close(): Path2;
  71385. /**
  71386. * Gets the sum of the distance between each sequential point in the path
  71387. * @returns the Path2 total length (float).
  71388. */
  71389. length(): number;
  71390. /**
  71391. * Gets the points which construct the path
  71392. * @returns the Path2 internal array of points.
  71393. */
  71394. getPoints(): Vector2[];
  71395. /**
  71396. * Retreives the point at the distance aways from the starting point
  71397. * @param normalizedLengthPosition the length along the path to retreive the point from
  71398. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71399. */
  71400. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71401. /**
  71402. * Creates a new path starting from an x and y position
  71403. * @param x starting x value
  71404. * @param y starting y value
  71405. * @returns a new Path2 starting at the coordinates (x, y).
  71406. */
  71407. static StartingAt(x: number, y: number): Path2;
  71408. }
  71409. /**
  71410. * Represents a 3D path made up of multiple 3D points
  71411. */
  71412. export class Path3D {
  71413. /**
  71414. * an array of Vector3, the curve axis of the Path3D
  71415. */
  71416. path: Vector3[];
  71417. private _curve;
  71418. private _distances;
  71419. private _tangents;
  71420. private _normals;
  71421. private _binormals;
  71422. private _raw;
  71423. /**
  71424. * new Path3D(path, normal, raw)
  71425. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71426. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71427. * @param path an array of Vector3, the curve axis of the Path3D
  71428. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71429. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71430. */
  71431. constructor(
  71432. /**
  71433. * an array of Vector3, the curve axis of the Path3D
  71434. */
  71435. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71436. /**
  71437. * Returns the Path3D array of successive Vector3 designing its curve.
  71438. * @returns the Path3D array of successive Vector3 designing its curve.
  71439. */
  71440. getCurve(): Vector3[];
  71441. /**
  71442. * Returns an array populated with tangent vectors on each Path3D curve point.
  71443. * @returns an array populated with tangent vectors on each Path3D curve point.
  71444. */
  71445. getTangents(): Vector3[];
  71446. /**
  71447. * Returns an array populated with normal vectors on each Path3D curve point.
  71448. * @returns an array populated with normal vectors on each Path3D curve point.
  71449. */
  71450. getNormals(): Vector3[];
  71451. /**
  71452. * Returns an array populated with binormal vectors on each Path3D curve point.
  71453. * @returns an array populated with binormal vectors on each Path3D curve point.
  71454. */
  71455. getBinormals(): Vector3[];
  71456. /**
  71457. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71458. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71459. */
  71460. getDistances(): number[];
  71461. /**
  71462. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71463. * @param path path which all values are copied into the curves points
  71464. * @param firstNormal which should be projected onto the curve
  71465. * @returns the same object updated.
  71466. */
  71467. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71468. private _compute;
  71469. private _getFirstNonNullVector;
  71470. private _getLastNonNullVector;
  71471. private _normalVector;
  71472. }
  71473. /**
  71474. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71475. * A Curve3 is designed from a series of successive Vector3.
  71476. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71477. */
  71478. export class Curve3 {
  71479. private _points;
  71480. private _length;
  71481. /**
  71482. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71483. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71484. * @param v1 (Vector3) the control point
  71485. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71486. * @param nbPoints (integer) the wanted number of points in the curve
  71487. * @returns the created Curve3
  71488. */
  71489. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71490. /**
  71491. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71492. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71493. * @param v1 (Vector3) the first control point
  71494. * @param v2 (Vector3) the second control point
  71495. * @param v3 (Vector3) the end point of the Cubic Bezier
  71496. * @param nbPoints (integer) the wanted number of points in the curve
  71497. * @returns the created Curve3
  71498. */
  71499. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71500. /**
  71501. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71502. * @param p1 (Vector3) the origin point of the Hermite Spline
  71503. * @param t1 (Vector3) the tangent vector at the origin point
  71504. * @param p2 (Vector3) the end point of the Hermite Spline
  71505. * @param t2 (Vector3) the tangent vector at the end point
  71506. * @param nbPoints (integer) the wanted number of points in the curve
  71507. * @returns the created Curve3
  71508. */
  71509. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71510. /**
  71511. * Returns a Curve3 object along a CatmullRom Spline curve :
  71512. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71513. * @param nbPoints (integer) the wanted number of points between each curve control points
  71514. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71515. * @returns the created Curve3
  71516. */
  71517. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71518. /**
  71519. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71520. * A Curve3 is designed from a series of successive Vector3.
  71521. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71522. * @param points points which make up the curve
  71523. */
  71524. constructor(points: Vector3[]);
  71525. /**
  71526. * @returns the Curve3 stored array of successive Vector3
  71527. */
  71528. getPoints(): Vector3[];
  71529. /**
  71530. * @returns the computed length (float) of the curve.
  71531. */
  71532. length(): number;
  71533. /**
  71534. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71535. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71536. * curveA and curveB keep unchanged.
  71537. * @param curve the curve to continue from this curve
  71538. * @returns the newly constructed curve
  71539. */
  71540. continue(curve: DeepImmutable<Curve3>): Curve3;
  71541. private _computeLength;
  71542. }
  71543. }
  71544. declare module BABYLON {
  71545. /**
  71546. * This represents the main contract an easing function should follow.
  71547. * Easing functions are used throughout the animation system.
  71548. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71549. */
  71550. export interface IEasingFunction {
  71551. /**
  71552. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71553. * of the easing function.
  71554. * The link below provides some of the most common examples of easing functions.
  71555. * @see https://easings.net/
  71556. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71557. * @returns the corresponding value on the curve defined by the easing function
  71558. */
  71559. ease(gradient: number): number;
  71560. }
  71561. /**
  71562. * Base class used for every default easing function.
  71563. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71564. */
  71565. export class EasingFunction implements IEasingFunction {
  71566. /**
  71567. * Interpolation follows the mathematical formula associated with the easing function.
  71568. */
  71569. static readonly EASINGMODE_EASEIN: number;
  71570. /**
  71571. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71572. */
  71573. static readonly EASINGMODE_EASEOUT: number;
  71574. /**
  71575. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71576. */
  71577. static readonly EASINGMODE_EASEINOUT: number;
  71578. private _easingMode;
  71579. /**
  71580. * Sets the easing mode of the current function.
  71581. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71582. */
  71583. setEasingMode(easingMode: number): void;
  71584. /**
  71585. * Gets the current easing mode.
  71586. * @returns the easing mode
  71587. */
  71588. getEasingMode(): number;
  71589. /**
  71590. * @hidden
  71591. */
  71592. easeInCore(gradient: number): number;
  71593. /**
  71594. * Given an input gradient between 0 and 1, this returns the corresponding value
  71595. * of the easing function.
  71596. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71597. * @returns the corresponding value on the curve defined by the easing function
  71598. */
  71599. ease(gradient: number): number;
  71600. }
  71601. /**
  71602. * Easing function with a circle shape (see link below).
  71603. * @see https://easings.net/#easeInCirc
  71604. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71605. */
  71606. export class CircleEase extends EasingFunction implements IEasingFunction {
  71607. /** @hidden */
  71608. easeInCore(gradient: number): number;
  71609. }
  71610. /**
  71611. * Easing function with a ease back shape (see link below).
  71612. * @see https://easings.net/#easeInBack
  71613. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71614. */
  71615. export class BackEase extends EasingFunction implements IEasingFunction {
  71616. /** Defines the amplitude of the function */
  71617. amplitude: number;
  71618. /**
  71619. * Instantiates a back ease easing
  71620. * @see https://easings.net/#easeInBack
  71621. * @param amplitude Defines the amplitude of the function
  71622. */
  71623. constructor(
  71624. /** Defines the amplitude of the function */
  71625. amplitude?: number);
  71626. /** @hidden */
  71627. easeInCore(gradient: number): number;
  71628. }
  71629. /**
  71630. * Easing function with a bouncing shape (see link below).
  71631. * @see https://easings.net/#easeInBounce
  71632. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71633. */
  71634. export class BounceEase extends EasingFunction implements IEasingFunction {
  71635. /** Defines the number of bounces */
  71636. bounces: number;
  71637. /** Defines the amplitude of the bounce */
  71638. bounciness: number;
  71639. /**
  71640. * Instantiates a bounce easing
  71641. * @see https://easings.net/#easeInBounce
  71642. * @param bounces Defines the number of bounces
  71643. * @param bounciness Defines the amplitude of the bounce
  71644. */
  71645. constructor(
  71646. /** Defines the number of bounces */
  71647. bounces?: number,
  71648. /** Defines the amplitude of the bounce */
  71649. bounciness?: number);
  71650. /** @hidden */
  71651. easeInCore(gradient: number): number;
  71652. }
  71653. /**
  71654. * Easing function with a power of 3 shape (see link below).
  71655. * @see https://easings.net/#easeInCubic
  71656. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71657. */
  71658. export class CubicEase extends EasingFunction implements IEasingFunction {
  71659. /** @hidden */
  71660. easeInCore(gradient: number): number;
  71661. }
  71662. /**
  71663. * Easing function with an elastic shape (see link below).
  71664. * @see https://easings.net/#easeInElastic
  71665. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71666. */
  71667. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71668. /** Defines the number of oscillations*/
  71669. oscillations: number;
  71670. /** Defines the amplitude of the oscillations*/
  71671. springiness: number;
  71672. /**
  71673. * Instantiates an elastic easing function
  71674. * @see https://easings.net/#easeInElastic
  71675. * @param oscillations Defines the number of oscillations
  71676. * @param springiness Defines the amplitude of the oscillations
  71677. */
  71678. constructor(
  71679. /** Defines the number of oscillations*/
  71680. oscillations?: number,
  71681. /** Defines the amplitude of the oscillations*/
  71682. springiness?: number);
  71683. /** @hidden */
  71684. easeInCore(gradient: number): number;
  71685. }
  71686. /**
  71687. * Easing function with an exponential shape (see link below).
  71688. * @see https://easings.net/#easeInExpo
  71689. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71690. */
  71691. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71692. /** Defines the exponent of the function */
  71693. exponent: number;
  71694. /**
  71695. * Instantiates an exponential easing function
  71696. * @see https://easings.net/#easeInExpo
  71697. * @param exponent Defines the exponent of the function
  71698. */
  71699. constructor(
  71700. /** Defines the exponent of the function */
  71701. exponent?: number);
  71702. /** @hidden */
  71703. easeInCore(gradient: number): number;
  71704. }
  71705. /**
  71706. * Easing function with a power shape (see link below).
  71707. * @see https://easings.net/#easeInQuad
  71708. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71709. */
  71710. export class PowerEase extends EasingFunction implements IEasingFunction {
  71711. /** Defines the power of the function */
  71712. power: number;
  71713. /**
  71714. * Instantiates an power base easing function
  71715. * @see https://easings.net/#easeInQuad
  71716. * @param power Defines the power of the function
  71717. */
  71718. constructor(
  71719. /** Defines the power of the function */
  71720. power?: number);
  71721. /** @hidden */
  71722. easeInCore(gradient: number): number;
  71723. }
  71724. /**
  71725. * Easing function with a power of 2 shape (see link below).
  71726. * @see https://easings.net/#easeInQuad
  71727. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71728. */
  71729. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71730. /** @hidden */
  71731. easeInCore(gradient: number): number;
  71732. }
  71733. /**
  71734. * Easing function with a power of 4 shape (see link below).
  71735. * @see https://easings.net/#easeInQuart
  71736. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71737. */
  71738. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71739. /** @hidden */
  71740. easeInCore(gradient: number): number;
  71741. }
  71742. /**
  71743. * Easing function with a power of 5 shape (see link below).
  71744. * @see https://easings.net/#easeInQuint
  71745. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71746. */
  71747. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71748. /** @hidden */
  71749. easeInCore(gradient: number): number;
  71750. }
  71751. /**
  71752. * Easing function with a sin shape (see link below).
  71753. * @see https://easings.net/#easeInSine
  71754. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71755. */
  71756. export class SineEase extends EasingFunction implements IEasingFunction {
  71757. /** @hidden */
  71758. easeInCore(gradient: number): number;
  71759. }
  71760. /**
  71761. * Easing function with a bezier shape (see link below).
  71762. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71763. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71764. */
  71765. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71766. /** Defines the x component of the start tangent in the bezier curve */
  71767. x1: number;
  71768. /** Defines the y component of the start tangent in the bezier curve */
  71769. y1: number;
  71770. /** Defines the x component of the end tangent in the bezier curve */
  71771. x2: number;
  71772. /** Defines the y component of the end tangent in the bezier curve */
  71773. y2: number;
  71774. /**
  71775. * Instantiates a bezier function
  71776. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71777. * @param x1 Defines the x component of the start tangent in the bezier curve
  71778. * @param y1 Defines the y component of the start tangent in the bezier curve
  71779. * @param x2 Defines the x component of the end tangent in the bezier curve
  71780. * @param y2 Defines the y component of the end tangent in the bezier curve
  71781. */
  71782. constructor(
  71783. /** Defines the x component of the start tangent in the bezier curve */
  71784. x1?: number,
  71785. /** Defines the y component of the start tangent in the bezier curve */
  71786. y1?: number,
  71787. /** Defines the x component of the end tangent in the bezier curve */
  71788. x2?: number,
  71789. /** Defines the y component of the end tangent in the bezier curve */
  71790. y2?: number);
  71791. /** @hidden */
  71792. easeInCore(gradient: number): number;
  71793. }
  71794. }
  71795. declare module BABYLON {
  71796. /**
  71797. * Defines an interface which represents an animation key frame
  71798. */
  71799. export interface IAnimationKey {
  71800. /**
  71801. * Frame of the key frame
  71802. */
  71803. frame: number;
  71804. /**
  71805. * Value at the specifies key frame
  71806. */
  71807. value: any;
  71808. /**
  71809. * The input tangent for the cubic hermite spline
  71810. */
  71811. inTangent?: any;
  71812. /**
  71813. * The output tangent for the cubic hermite spline
  71814. */
  71815. outTangent?: any;
  71816. /**
  71817. * The animation interpolation type
  71818. */
  71819. interpolation?: AnimationKeyInterpolation;
  71820. }
  71821. /**
  71822. * Enum for the animation key frame interpolation type
  71823. */
  71824. export enum AnimationKeyInterpolation {
  71825. /**
  71826. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71827. */
  71828. STEP = 1
  71829. }
  71830. }
  71831. declare module BABYLON {
  71832. /**
  71833. * Represents the range of an animation
  71834. */
  71835. export class AnimationRange {
  71836. /**The name of the animation range**/
  71837. name: string;
  71838. /**The starting frame of the animation */
  71839. from: number;
  71840. /**The ending frame of the animation*/
  71841. to: number;
  71842. /**
  71843. * Initializes the range of an animation
  71844. * @param name The name of the animation range
  71845. * @param from The starting frame of the animation
  71846. * @param to The ending frame of the animation
  71847. */
  71848. constructor(
  71849. /**The name of the animation range**/
  71850. name: string,
  71851. /**The starting frame of the animation */
  71852. from: number,
  71853. /**The ending frame of the animation*/
  71854. to: number);
  71855. /**
  71856. * Makes a copy of the animation range
  71857. * @returns A copy of the animation range
  71858. */
  71859. clone(): AnimationRange;
  71860. }
  71861. }
  71862. declare module BABYLON {
  71863. /**
  71864. * Composed of a frame, and an action function
  71865. */
  71866. export class AnimationEvent {
  71867. /** The frame for which the event is triggered **/
  71868. frame: number;
  71869. /** The event to perform when triggered **/
  71870. action: (currentFrame: number) => void;
  71871. /** Specifies if the event should be triggered only once**/
  71872. onlyOnce?: boolean | undefined;
  71873. /**
  71874. * Specifies if the animation event is done
  71875. */
  71876. isDone: boolean;
  71877. /**
  71878. * Initializes the animation event
  71879. * @param frame The frame for which the event is triggered
  71880. * @param action The event to perform when triggered
  71881. * @param onlyOnce Specifies if the event should be triggered only once
  71882. */
  71883. constructor(
  71884. /** The frame for which the event is triggered **/
  71885. frame: number,
  71886. /** The event to perform when triggered **/
  71887. action: (currentFrame: number) => void,
  71888. /** Specifies if the event should be triggered only once**/
  71889. onlyOnce?: boolean | undefined);
  71890. /** @hidden */
  71891. _clone(): AnimationEvent;
  71892. }
  71893. }
  71894. declare module BABYLON {
  71895. /**
  71896. * Interface used to define a behavior
  71897. */
  71898. export interface Behavior<T> {
  71899. /** gets or sets behavior's name */
  71900. name: string;
  71901. /**
  71902. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71903. */
  71904. init(): void;
  71905. /**
  71906. * Called when the behavior is attached to a target
  71907. * @param target defines the target where the behavior is attached to
  71908. */
  71909. attach(target: T): void;
  71910. /**
  71911. * Called when the behavior is detached from its target
  71912. */
  71913. detach(): void;
  71914. }
  71915. /**
  71916. * Interface implemented by classes supporting behaviors
  71917. */
  71918. export interface IBehaviorAware<T> {
  71919. /**
  71920. * Attach a behavior
  71921. * @param behavior defines the behavior to attach
  71922. * @returns the current host
  71923. */
  71924. addBehavior(behavior: Behavior<T>): T;
  71925. /**
  71926. * Remove a behavior from the current object
  71927. * @param behavior defines the behavior to detach
  71928. * @returns the current host
  71929. */
  71930. removeBehavior(behavior: Behavior<T>): T;
  71931. /**
  71932. * Gets a behavior using its name to search
  71933. * @param name defines the name to search
  71934. * @returns the behavior or null if not found
  71935. */
  71936. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71937. }
  71938. }
  71939. declare module BABYLON {
  71940. /**
  71941. * Defines an array and its length.
  71942. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71943. */
  71944. export interface ISmartArrayLike<T> {
  71945. /**
  71946. * The data of the array.
  71947. */
  71948. data: Array<T>;
  71949. /**
  71950. * The active length of the array.
  71951. */
  71952. length: number;
  71953. }
  71954. /**
  71955. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71956. */
  71957. export class SmartArray<T> implements ISmartArrayLike<T> {
  71958. /**
  71959. * The full set of data from the array.
  71960. */
  71961. data: Array<T>;
  71962. /**
  71963. * The active length of the array.
  71964. */
  71965. length: number;
  71966. protected _id: number;
  71967. /**
  71968. * Instantiates a Smart Array.
  71969. * @param capacity defines the default capacity of the array.
  71970. */
  71971. constructor(capacity: number);
  71972. /**
  71973. * Pushes a value at the end of the active data.
  71974. * @param value defines the object to push in the array.
  71975. */
  71976. push(value: T): void;
  71977. /**
  71978. * Iterates over the active data and apply the lambda to them.
  71979. * @param func defines the action to apply on each value.
  71980. */
  71981. forEach(func: (content: T) => void): void;
  71982. /**
  71983. * Sorts the full sets of data.
  71984. * @param compareFn defines the comparison function to apply.
  71985. */
  71986. sort(compareFn: (a: T, b: T) => number): void;
  71987. /**
  71988. * Resets the active data to an empty array.
  71989. */
  71990. reset(): void;
  71991. /**
  71992. * Releases all the data from the array as well as the array.
  71993. */
  71994. dispose(): void;
  71995. /**
  71996. * Concats the active data with a given array.
  71997. * @param array defines the data to concatenate with.
  71998. */
  71999. concat(array: any): void;
  72000. /**
  72001. * Returns the position of a value in the active data.
  72002. * @param value defines the value to find the index for
  72003. * @returns the index if found in the active data otherwise -1
  72004. */
  72005. indexOf(value: T): number;
  72006. /**
  72007. * Returns whether an element is part of the active data.
  72008. * @param value defines the value to look for
  72009. * @returns true if found in the active data otherwise false
  72010. */
  72011. contains(value: T): boolean;
  72012. private static _GlobalId;
  72013. }
  72014. /**
  72015. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72016. * The data in this array can only be present once
  72017. */
  72018. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72019. private _duplicateId;
  72020. /**
  72021. * Pushes a value at the end of the active data.
  72022. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72023. * @param value defines the object to push in the array.
  72024. */
  72025. push(value: T): void;
  72026. /**
  72027. * Pushes a value at the end of the active data.
  72028. * If the data is already present, it won t be added again
  72029. * @param value defines the object to push in the array.
  72030. * @returns true if added false if it was already present
  72031. */
  72032. pushNoDuplicate(value: T): boolean;
  72033. /**
  72034. * Resets the active data to an empty array.
  72035. */
  72036. reset(): void;
  72037. /**
  72038. * Concats the active data with a given array.
  72039. * This ensures no dupplicate will be present in the result.
  72040. * @param array defines the data to concatenate with.
  72041. */
  72042. concatWithNoDuplicate(array: any): void;
  72043. }
  72044. }
  72045. declare module BABYLON {
  72046. /**
  72047. * @ignore
  72048. * This is a list of all the different input types that are available in the application.
  72049. * Fo instance: ArcRotateCameraGamepadInput...
  72050. */
  72051. export var CameraInputTypes: {};
  72052. /**
  72053. * This is the contract to implement in order to create a new input class.
  72054. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72055. */
  72056. export interface ICameraInput<TCamera extends Camera> {
  72057. /**
  72058. * Defines the camera the input is attached to.
  72059. */
  72060. camera: Nullable<TCamera>;
  72061. /**
  72062. * Gets the class name of the current intput.
  72063. * @returns the class name
  72064. */
  72065. getClassName(): string;
  72066. /**
  72067. * Get the friendly name associated with the input class.
  72068. * @returns the input friendly name
  72069. */
  72070. getSimpleName(): string;
  72071. /**
  72072. * Attach the input controls to a specific dom element to get the input from.
  72073. * @param element Defines the element the controls should be listened from
  72074. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72075. */
  72076. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72077. /**
  72078. * Detach the current controls from the specified dom element.
  72079. * @param element Defines the element to stop listening the inputs from
  72080. */
  72081. detachControl(element: Nullable<HTMLElement>): void;
  72082. /**
  72083. * Update the current camera state depending on the inputs that have been used this frame.
  72084. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72085. */
  72086. checkInputs?: () => void;
  72087. }
  72088. /**
  72089. * Represents a map of input types to input instance or input index to input instance.
  72090. */
  72091. export interface CameraInputsMap<TCamera extends Camera> {
  72092. /**
  72093. * Accessor to the input by input type.
  72094. */
  72095. [name: string]: ICameraInput<TCamera>;
  72096. /**
  72097. * Accessor to the input by input index.
  72098. */
  72099. [idx: number]: ICameraInput<TCamera>;
  72100. }
  72101. /**
  72102. * This represents the input manager used within a camera.
  72103. * It helps dealing with all the different kind of input attached to a camera.
  72104. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72105. */
  72106. export class CameraInputsManager<TCamera extends Camera> {
  72107. /**
  72108. * Defines the list of inputs attahed to the camera.
  72109. */
  72110. attached: CameraInputsMap<TCamera>;
  72111. /**
  72112. * Defines the dom element the camera is collecting inputs from.
  72113. * This is null if the controls have not been attached.
  72114. */
  72115. attachedElement: Nullable<HTMLElement>;
  72116. /**
  72117. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72118. */
  72119. noPreventDefault: boolean;
  72120. /**
  72121. * Defined the camera the input manager belongs to.
  72122. */
  72123. camera: TCamera;
  72124. /**
  72125. * Update the current camera state depending on the inputs that have been used this frame.
  72126. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72127. */
  72128. checkInputs: () => void;
  72129. /**
  72130. * Instantiate a new Camera Input Manager.
  72131. * @param camera Defines the camera the input manager blongs to
  72132. */
  72133. constructor(camera: TCamera);
  72134. /**
  72135. * Add an input method to a camera
  72136. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72137. * @param input camera input method
  72138. */
  72139. add(input: ICameraInput<TCamera>): void;
  72140. /**
  72141. * Remove a specific input method from a camera
  72142. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72143. * @param inputToRemove camera input method
  72144. */
  72145. remove(inputToRemove: ICameraInput<TCamera>): void;
  72146. /**
  72147. * Remove a specific input type from a camera
  72148. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72149. * @param inputType the type of the input to remove
  72150. */
  72151. removeByType(inputType: string): void;
  72152. private _addCheckInputs;
  72153. /**
  72154. * Attach the input controls to the currently attached dom element to listen the events from.
  72155. * @param input Defines the input to attach
  72156. */
  72157. attachInput(input: ICameraInput<TCamera>): void;
  72158. /**
  72159. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72160. * @param element Defines the dom element to collect the events from
  72161. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72162. */
  72163. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72164. /**
  72165. * Detach the current manager inputs controls from a specific dom element.
  72166. * @param element Defines the dom element to collect the events from
  72167. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72168. */
  72169. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72170. /**
  72171. * Rebuild the dynamic inputCheck function from the current list of
  72172. * defined inputs in the manager.
  72173. */
  72174. rebuildInputCheck(): void;
  72175. /**
  72176. * Remove all attached input methods from a camera
  72177. */
  72178. clear(): void;
  72179. /**
  72180. * Serialize the current input manager attached to a camera.
  72181. * This ensures than once parsed,
  72182. * the input associated to the camera will be identical to the current ones
  72183. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72184. */
  72185. serialize(serializedCamera: any): void;
  72186. /**
  72187. * Parses an input manager serialized JSON to restore the previous list of inputs
  72188. * and states associated to a camera.
  72189. * @param parsedCamera Defines the JSON to parse
  72190. */
  72191. parse(parsedCamera: any): void;
  72192. }
  72193. }
  72194. declare module BABYLON {
  72195. /**
  72196. * @hidden
  72197. */
  72198. export class IntersectionInfo {
  72199. bu: Nullable<number>;
  72200. bv: Nullable<number>;
  72201. distance: number;
  72202. faceId: number;
  72203. subMeshId: number;
  72204. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72205. }
  72206. }
  72207. declare module BABYLON {
  72208. /**
  72209. * Represens a plane by the equation ax + by + cz + d = 0
  72210. */
  72211. export class Plane {
  72212. private static _TmpMatrix;
  72213. /**
  72214. * Normal of the plane (a,b,c)
  72215. */
  72216. normal: Vector3;
  72217. /**
  72218. * d component of the plane
  72219. */
  72220. d: number;
  72221. /**
  72222. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72223. * @param a a component of the plane
  72224. * @param b b component of the plane
  72225. * @param c c component of the plane
  72226. * @param d d component of the plane
  72227. */
  72228. constructor(a: number, b: number, c: number, d: number);
  72229. /**
  72230. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72231. */
  72232. asArray(): number[];
  72233. /**
  72234. * @returns a new plane copied from the current Plane.
  72235. */
  72236. clone(): Plane;
  72237. /**
  72238. * @returns the string "Plane".
  72239. */
  72240. getClassName(): string;
  72241. /**
  72242. * @returns the Plane hash code.
  72243. */
  72244. getHashCode(): number;
  72245. /**
  72246. * Normalize the current Plane in place.
  72247. * @returns the updated Plane.
  72248. */
  72249. normalize(): Plane;
  72250. /**
  72251. * Applies a transformation the plane and returns the result
  72252. * @param transformation the transformation matrix to be applied to the plane
  72253. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72254. */
  72255. transform(transformation: DeepImmutable<Matrix>): Plane;
  72256. /**
  72257. * Calcualtte the dot product between the point and the plane normal
  72258. * @param point point to calculate the dot product with
  72259. * @returns the dot product (float) of the point coordinates and the plane normal.
  72260. */
  72261. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72262. /**
  72263. * Updates the current Plane from the plane defined by the three given points.
  72264. * @param point1 one of the points used to contruct the plane
  72265. * @param point2 one of the points used to contruct the plane
  72266. * @param point3 one of the points used to contruct the plane
  72267. * @returns the updated Plane.
  72268. */
  72269. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72270. /**
  72271. * Checks if the plane is facing a given direction
  72272. * @param direction the direction to check if the plane is facing
  72273. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72274. * @returns True is the vector "direction" is the same side than the plane normal.
  72275. */
  72276. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72277. /**
  72278. * Calculates the distance to a point
  72279. * @param point point to calculate distance to
  72280. * @returns the signed distance (float) from the given point to the Plane.
  72281. */
  72282. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72283. /**
  72284. * Creates a plane from an array
  72285. * @param array the array to create a plane from
  72286. * @returns a new Plane from the given array.
  72287. */
  72288. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72289. /**
  72290. * Creates a plane from three points
  72291. * @param point1 point used to create the plane
  72292. * @param point2 point used to create the plane
  72293. * @param point3 point used to create the plane
  72294. * @returns a new Plane defined by the three given points.
  72295. */
  72296. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72297. /**
  72298. * Creates a plane from an origin point and a normal
  72299. * @param origin origin of the plane to be constructed
  72300. * @param normal normal of the plane to be constructed
  72301. * @returns a new Plane the normal vector to this plane at the given origin point.
  72302. * Note : the vector "normal" is updated because normalized.
  72303. */
  72304. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72305. /**
  72306. * Calculates the distance from a plane and a point
  72307. * @param origin origin of the plane to be constructed
  72308. * @param normal normal of the plane to be constructed
  72309. * @param point point to calculate distance to
  72310. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72311. */
  72312. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72313. }
  72314. }
  72315. declare module BABYLON {
  72316. /**
  72317. * Class used to store bounding sphere information
  72318. */
  72319. export class BoundingSphere {
  72320. /**
  72321. * Gets the center of the bounding sphere in local space
  72322. */
  72323. readonly center: Vector3;
  72324. /**
  72325. * Radius of the bounding sphere in local space
  72326. */
  72327. radius: number;
  72328. /**
  72329. * Gets the center of the bounding sphere in world space
  72330. */
  72331. readonly centerWorld: Vector3;
  72332. /**
  72333. * Radius of the bounding sphere in world space
  72334. */
  72335. radiusWorld: number;
  72336. /**
  72337. * Gets the minimum vector in local space
  72338. */
  72339. readonly minimum: Vector3;
  72340. /**
  72341. * Gets the maximum vector in local space
  72342. */
  72343. readonly maximum: Vector3;
  72344. private _worldMatrix;
  72345. private static readonly TmpVector3;
  72346. /**
  72347. * Creates a new bounding sphere
  72348. * @param min defines the minimum vector (in local space)
  72349. * @param max defines the maximum vector (in local space)
  72350. * @param worldMatrix defines the new world matrix
  72351. */
  72352. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72353. /**
  72354. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72355. * @param min defines the new minimum vector (in local space)
  72356. * @param max defines the new maximum vector (in local space)
  72357. * @param worldMatrix defines the new world matrix
  72358. */
  72359. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72360. /**
  72361. * Scale the current bounding sphere by applying a scale factor
  72362. * @param factor defines the scale factor to apply
  72363. * @returns the current bounding box
  72364. */
  72365. scale(factor: number): BoundingSphere;
  72366. /**
  72367. * Gets the world matrix of the bounding box
  72368. * @returns a matrix
  72369. */
  72370. getWorldMatrix(): DeepImmutable<Matrix>;
  72371. /** @hidden */
  72372. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72373. /**
  72374. * Tests if the bounding sphere is intersecting the frustum planes
  72375. * @param frustumPlanes defines the frustum planes to test
  72376. * @returns true if there is an intersection
  72377. */
  72378. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72379. /**
  72380. * Tests if the bounding sphere center is in between the frustum planes.
  72381. * Used for optimistic fast inclusion.
  72382. * @param frustumPlanes defines the frustum planes to test
  72383. * @returns true if the sphere center is in between the frustum planes
  72384. */
  72385. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72386. /**
  72387. * Tests if a point is inside the bounding sphere
  72388. * @param point defines the point to test
  72389. * @returns true if the point is inside the bounding sphere
  72390. */
  72391. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72392. /**
  72393. * Checks if two sphere intersct
  72394. * @param sphere0 sphere 0
  72395. * @param sphere1 sphere 1
  72396. * @returns true if the speres intersect
  72397. */
  72398. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72399. }
  72400. }
  72401. declare module BABYLON {
  72402. /**
  72403. * Class used to store bounding box information
  72404. */
  72405. export class BoundingBox implements ICullable {
  72406. /**
  72407. * Gets the 8 vectors representing the bounding box in local space
  72408. */
  72409. readonly vectors: Vector3[];
  72410. /**
  72411. * Gets the center of the bounding box in local space
  72412. */
  72413. readonly center: Vector3;
  72414. /**
  72415. * Gets the center of the bounding box in world space
  72416. */
  72417. readonly centerWorld: Vector3;
  72418. /**
  72419. * Gets the extend size in local space
  72420. */
  72421. readonly extendSize: Vector3;
  72422. /**
  72423. * Gets the extend size in world space
  72424. */
  72425. readonly extendSizeWorld: Vector3;
  72426. /**
  72427. * Gets the OBB (object bounding box) directions
  72428. */
  72429. readonly directions: Vector3[];
  72430. /**
  72431. * Gets the 8 vectors representing the bounding box in world space
  72432. */
  72433. readonly vectorsWorld: Vector3[];
  72434. /**
  72435. * Gets the minimum vector in world space
  72436. */
  72437. readonly minimumWorld: Vector3;
  72438. /**
  72439. * Gets the maximum vector in world space
  72440. */
  72441. readonly maximumWorld: Vector3;
  72442. /**
  72443. * Gets the minimum vector in local space
  72444. */
  72445. readonly minimum: Vector3;
  72446. /**
  72447. * Gets the maximum vector in local space
  72448. */
  72449. readonly maximum: Vector3;
  72450. private _worldMatrix;
  72451. private static readonly TmpVector3;
  72452. /**
  72453. * @hidden
  72454. */
  72455. _tag: number;
  72456. /**
  72457. * Creates a new bounding box
  72458. * @param min defines the minimum vector (in local space)
  72459. * @param max defines the maximum vector (in local space)
  72460. * @param worldMatrix defines the new world matrix
  72461. */
  72462. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72463. /**
  72464. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72465. * @param min defines the new minimum vector (in local space)
  72466. * @param max defines the new maximum vector (in local space)
  72467. * @param worldMatrix defines the new world matrix
  72468. */
  72469. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72470. /**
  72471. * Scale the current bounding box by applying a scale factor
  72472. * @param factor defines the scale factor to apply
  72473. * @returns the current bounding box
  72474. */
  72475. scale(factor: number): BoundingBox;
  72476. /**
  72477. * Gets the world matrix of the bounding box
  72478. * @returns a matrix
  72479. */
  72480. getWorldMatrix(): DeepImmutable<Matrix>;
  72481. /** @hidden */
  72482. _update(world: DeepImmutable<Matrix>): void;
  72483. /**
  72484. * Tests if the bounding box is intersecting the frustum planes
  72485. * @param frustumPlanes defines the frustum planes to test
  72486. * @returns true if there is an intersection
  72487. */
  72488. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72489. /**
  72490. * Tests if the bounding box is entirely inside the frustum planes
  72491. * @param frustumPlanes defines the frustum planes to test
  72492. * @returns true if there is an inclusion
  72493. */
  72494. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72495. /**
  72496. * Tests if a point is inside the bounding box
  72497. * @param point defines the point to test
  72498. * @returns true if the point is inside the bounding box
  72499. */
  72500. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72501. /**
  72502. * Tests if the bounding box intersects with a bounding sphere
  72503. * @param sphere defines the sphere to test
  72504. * @returns true if there is an intersection
  72505. */
  72506. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72507. /**
  72508. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72509. * @param min defines the min vector to use
  72510. * @param max defines the max vector to use
  72511. * @returns true if there is an intersection
  72512. */
  72513. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72514. /**
  72515. * Tests if two bounding boxes are intersections
  72516. * @param box0 defines the first box to test
  72517. * @param box1 defines the second box to test
  72518. * @returns true if there is an intersection
  72519. */
  72520. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72521. /**
  72522. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72523. * @param minPoint defines the minimum vector of the bounding box
  72524. * @param maxPoint defines the maximum vector of the bounding box
  72525. * @param sphereCenter defines the sphere center
  72526. * @param sphereRadius defines the sphere radius
  72527. * @returns true if there is an intersection
  72528. */
  72529. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72530. /**
  72531. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72532. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72533. * @param frustumPlanes defines the frustum planes to test
  72534. * @return true if there is an inclusion
  72535. */
  72536. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72537. /**
  72538. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72539. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72540. * @param frustumPlanes defines the frustum planes to test
  72541. * @return true if there is an intersection
  72542. */
  72543. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72544. }
  72545. }
  72546. declare module BABYLON {
  72547. /** @hidden */
  72548. export class Collider {
  72549. /** Define if a collision was found */
  72550. collisionFound: boolean;
  72551. /**
  72552. * Define last intersection point in local space
  72553. */
  72554. intersectionPoint: Vector3;
  72555. /**
  72556. * Define last collided mesh
  72557. */
  72558. collidedMesh: Nullable<AbstractMesh>;
  72559. private _collisionPoint;
  72560. private _planeIntersectionPoint;
  72561. private _tempVector;
  72562. private _tempVector2;
  72563. private _tempVector3;
  72564. private _tempVector4;
  72565. private _edge;
  72566. private _baseToVertex;
  72567. private _destinationPoint;
  72568. private _slidePlaneNormal;
  72569. private _displacementVector;
  72570. /** @hidden */
  72571. _radius: Vector3;
  72572. /** @hidden */
  72573. _retry: number;
  72574. private _velocity;
  72575. private _basePoint;
  72576. private _epsilon;
  72577. /** @hidden */
  72578. _velocityWorldLength: number;
  72579. /** @hidden */
  72580. _basePointWorld: Vector3;
  72581. private _velocityWorld;
  72582. private _normalizedVelocity;
  72583. /** @hidden */
  72584. _initialVelocity: Vector3;
  72585. /** @hidden */
  72586. _initialPosition: Vector3;
  72587. private _nearestDistance;
  72588. private _collisionMask;
  72589. collisionMask: number;
  72590. /**
  72591. * Gets the plane normal used to compute the sliding response (in local space)
  72592. */
  72593. readonly slidePlaneNormal: Vector3;
  72594. /** @hidden */
  72595. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72596. /** @hidden */
  72597. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72598. /** @hidden */
  72599. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72600. /** @hidden */
  72601. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72602. /** @hidden */
  72603. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72604. /** @hidden */
  72605. _getResponse(pos: Vector3, vel: Vector3): void;
  72606. }
  72607. }
  72608. declare module BABYLON {
  72609. /**
  72610. * Interface for cullable objects
  72611. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72612. */
  72613. export interface ICullable {
  72614. /**
  72615. * Checks if the object or part of the object is in the frustum
  72616. * @param frustumPlanes Camera near/planes
  72617. * @returns true if the object is in frustum otherwise false
  72618. */
  72619. isInFrustum(frustumPlanes: Plane[]): boolean;
  72620. /**
  72621. * Checks if a cullable object (mesh...) is in the camera frustum
  72622. * Unlike isInFrustum this cheks the full bounding box
  72623. * @param frustumPlanes Camera near/planes
  72624. * @returns true if the object is in frustum otherwise false
  72625. */
  72626. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72627. }
  72628. /**
  72629. * Info for a bounding data of a mesh
  72630. */
  72631. export class BoundingInfo implements ICullable {
  72632. /**
  72633. * Bounding box for the mesh
  72634. */
  72635. readonly boundingBox: BoundingBox;
  72636. /**
  72637. * Bounding sphere for the mesh
  72638. */
  72639. readonly boundingSphere: BoundingSphere;
  72640. private _isLocked;
  72641. private static readonly TmpVector3;
  72642. /**
  72643. * Constructs bounding info
  72644. * @param minimum min vector of the bounding box/sphere
  72645. * @param maximum max vector of the bounding box/sphere
  72646. * @param worldMatrix defines the new world matrix
  72647. */
  72648. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72649. /**
  72650. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72651. * @param min defines the new minimum vector (in local space)
  72652. * @param max defines the new maximum vector (in local space)
  72653. * @param worldMatrix defines the new world matrix
  72654. */
  72655. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72656. /**
  72657. * min vector of the bounding box/sphere
  72658. */
  72659. readonly minimum: Vector3;
  72660. /**
  72661. * max vector of the bounding box/sphere
  72662. */
  72663. readonly maximum: Vector3;
  72664. /**
  72665. * If the info is locked and won't be updated to avoid perf overhead
  72666. */
  72667. isLocked: boolean;
  72668. /**
  72669. * Updates the bounding sphere and box
  72670. * @param world world matrix to be used to update
  72671. */
  72672. update(world: DeepImmutable<Matrix>): void;
  72673. /**
  72674. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72675. * @param center New center of the bounding info
  72676. * @param extend New extend of the bounding info
  72677. * @returns the current bounding info
  72678. */
  72679. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72680. /**
  72681. * Scale the current bounding info by applying a scale factor
  72682. * @param factor defines the scale factor to apply
  72683. * @returns the current bounding info
  72684. */
  72685. scale(factor: number): BoundingInfo;
  72686. /**
  72687. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72688. * @param frustumPlanes defines the frustum to test
  72689. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72690. * @returns true if the bounding info is in the frustum planes
  72691. */
  72692. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72693. /**
  72694. * Gets the world distance between the min and max points of the bounding box
  72695. */
  72696. readonly diagonalLength: number;
  72697. /**
  72698. * Checks if a cullable object (mesh...) is in the camera frustum
  72699. * Unlike isInFrustum this cheks the full bounding box
  72700. * @param frustumPlanes Camera near/planes
  72701. * @returns true if the object is in frustum otherwise false
  72702. */
  72703. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72704. /** @hidden */
  72705. _checkCollision(collider: Collider): boolean;
  72706. /**
  72707. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72708. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72709. * @param point the point to check intersection with
  72710. * @returns if the point intersects
  72711. */
  72712. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72713. /**
  72714. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72715. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72716. * @param boundingInfo the bounding info to check intersection with
  72717. * @param precise if the intersection should be done using OBB
  72718. * @returns if the bounding info intersects
  72719. */
  72720. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72721. }
  72722. }
  72723. declare module BABYLON {
  72724. /**
  72725. * Extracts minimum and maximum values from a list of indexed positions
  72726. * @param positions defines the positions to use
  72727. * @param indices defines the indices to the positions
  72728. * @param indexStart defines the start index
  72729. * @param indexCount defines the end index
  72730. * @param bias defines bias value to add to the result
  72731. * @return minimum and maximum values
  72732. */
  72733. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72734. minimum: Vector3;
  72735. maximum: Vector3;
  72736. };
  72737. /**
  72738. * Extracts minimum and maximum values from a list of positions
  72739. * @param positions defines the positions to use
  72740. * @param start defines the start index in the positions array
  72741. * @param count defines the number of positions to handle
  72742. * @param bias defines bias value to add to the result
  72743. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72744. * @return minimum and maximum values
  72745. */
  72746. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72747. minimum: Vector3;
  72748. maximum: Vector3;
  72749. };
  72750. }
  72751. declare module BABYLON {
  72752. /**
  72753. * Enum that determines the text-wrapping mode to use.
  72754. */
  72755. export enum InspectableType {
  72756. /**
  72757. * Checkbox for booleans
  72758. */
  72759. Checkbox = 0,
  72760. /**
  72761. * Sliders for numbers
  72762. */
  72763. Slider = 1,
  72764. /**
  72765. * Vector3
  72766. */
  72767. Vector3 = 2,
  72768. /**
  72769. * Quaternions
  72770. */
  72771. Quaternion = 3,
  72772. /**
  72773. * Color3
  72774. */
  72775. Color3 = 4,
  72776. /**
  72777. * String
  72778. */
  72779. String = 5
  72780. }
  72781. /**
  72782. * Interface used to define custom inspectable properties.
  72783. * This interface is used by the inspector to display custom property grids
  72784. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72785. */
  72786. export interface IInspectable {
  72787. /**
  72788. * Gets the label to display
  72789. */
  72790. label: string;
  72791. /**
  72792. * Gets the name of the property to edit
  72793. */
  72794. propertyName: string;
  72795. /**
  72796. * Gets the type of the editor to use
  72797. */
  72798. type: InspectableType;
  72799. /**
  72800. * Gets the minimum value of the property when using in "slider" mode
  72801. */
  72802. min?: number;
  72803. /**
  72804. * Gets the maximum value of the property when using in "slider" mode
  72805. */
  72806. max?: number;
  72807. /**
  72808. * Gets the setp to use when using in "slider" mode
  72809. */
  72810. step?: number;
  72811. }
  72812. }
  72813. declare module BABYLON {
  72814. /**
  72815. * Class used to provide helper for timing
  72816. */
  72817. export class TimingTools {
  72818. /**
  72819. * Polyfill for setImmediate
  72820. * @param action defines the action to execute after the current execution block
  72821. */
  72822. static SetImmediate(action: () => void): void;
  72823. }
  72824. }
  72825. declare module BABYLON {
  72826. /**
  72827. * Class used to enable instatition of objects by class name
  72828. */
  72829. export class InstantiationTools {
  72830. /**
  72831. * Use this object to register external classes like custom textures or material
  72832. * to allow the laoders to instantiate them
  72833. */
  72834. static RegisteredExternalClasses: {
  72835. [key: string]: Object;
  72836. };
  72837. /**
  72838. * Tries to instantiate a new object from a given class name
  72839. * @param className defines the class name to instantiate
  72840. * @returns the new object or null if the system was not able to do the instantiation
  72841. */
  72842. static Instantiate(className: string): any;
  72843. }
  72844. }
  72845. declare module BABYLON {
  72846. /**
  72847. * This represents the required contract to create a new type of texture loader.
  72848. */
  72849. export interface IInternalTextureLoader {
  72850. /**
  72851. * Defines wether the loader supports cascade loading the different faces.
  72852. */
  72853. supportCascades: boolean;
  72854. /**
  72855. * This returns if the loader support the current file information.
  72856. * @param extension defines the file extension of the file being loaded
  72857. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72858. * @param fallback defines the fallback internal texture if any
  72859. * @param isBase64 defines whether the texture is encoded as a base64
  72860. * @param isBuffer defines whether the texture data are stored as a buffer
  72861. * @returns true if the loader can load the specified file
  72862. */
  72863. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72864. /**
  72865. * Transform the url before loading if required.
  72866. * @param rootUrl the url of the texture
  72867. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72868. * @returns the transformed texture
  72869. */
  72870. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72871. /**
  72872. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72873. * @param rootUrl the url of the texture
  72874. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72875. * @returns the fallback texture
  72876. */
  72877. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72878. /**
  72879. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72880. * @param data contains the texture data
  72881. * @param texture defines the BabylonJS internal texture
  72882. * @param createPolynomials will be true if polynomials have been requested
  72883. * @param onLoad defines the callback to trigger once the texture is ready
  72884. * @param onError defines the callback to trigger in case of error
  72885. */
  72886. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72887. /**
  72888. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72889. * @param data contains the texture data
  72890. * @param texture defines the BabylonJS internal texture
  72891. * @param callback defines the method to call once ready to upload
  72892. */
  72893. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72894. }
  72895. }
  72896. declare module BABYLON {
  72897. interface Engine {
  72898. /**
  72899. * Creates a depth stencil cube texture.
  72900. * This is only available in WebGL 2.
  72901. * @param size The size of face edge in the cube texture.
  72902. * @param options The options defining the cube texture.
  72903. * @returns The cube texture
  72904. */
  72905. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72906. /**
  72907. * Creates a cube texture
  72908. * @param rootUrl defines the url where the files to load is located
  72909. * @param scene defines the current scene
  72910. * @param files defines the list of files to load (1 per face)
  72911. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72912. * @param onLoad defines an optional callback raised when the texture is loaded
  72913. * @param onError defines an optional callback raised if there is an issue to load the texture
  72914. * @param format defines the format of the data
  72915. * @param forcedExtension defines the extension to use to pick the right loader
  72916. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72917. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72918. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72919. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72920. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72921. * @returns the cube texture as an InternalTexture
  72922. */
  72923. 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;
  72924. /**
  72925. * Creates a cube texture
  72926. * @param rootUrl defines the url where the files to load is located
  72927. * @param scene defines the current scene
  72928. * @param files defines the list of files to load (1 per face)
  72929. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72930. * @param onLoad defines an optional callback raised when the texture is loaded
  72931. * @param onError defines an optional callback raised if there is an issue to load the texture
  72932. * @param format defines the format of the data
  72933. * @param forcedExtension defines the extension to use to pick the right loader
  72934. * @returns the cube texture as an InternalTexture
  72935. */
  72936. 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;
  72937. /**
  72938. * Creates a cube texture
  72939. * @param rootUrl defines the url where the files to load is located
  72940. * @param scene defines the current scene
  72941. * @param files defines the list of files to load (1 per face)
  72942. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72943. * @param onLoad defines an optional callback raised when the texture is loaded
  72944. * @param onError defines an optional callback raised if there is an issue to load the texture
  72945. * @param format defines the format of the data
  72946. * @param forcedExtension defines the extension to use to pick the right loader
  72947. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72948. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72949. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72950. * @returns the cube texture as an InternalTexture
  72951. */
  72952. 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;
  72953. /** @hidden */
  72954. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72955. /** @hidden */
  72956. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72957. /** @hidden */
  72958. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72959. /** @hidden */
  72960. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72961. }
  72962. }
  72963. declare module BABYLON {
  72964. /**
  72965. * Class for creating a cube texture
  72966. */
  72967. export class CubeTexture extends BaseTexture {
  72968. private _delayedOnLoad;
  72969. /**
  72970. * The url of the texture
  72971. */
  72972. url: string;
  72973. /**
  72974. * Gets or sets the center of the bounding box associated with the cube texture.
  72975. * It must define where the camera used to render the texture was set
  72976. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72977. */
  72978. boundingBoxPosition: Vector3;
  72979. private _boundingBoxSize;
  72980. /**
  72981. * Gets or sets the size of the bounding box associated with the cube texture
  72982. * When defined, the cubemap will switch to local mode
  72983. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72984. * @example https://www.babylonjs-playground.com/#RNASML
  72985. */
  72986. /**
  72987. * Returns the bounding box size
  72988. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72989. */
  72990. boundingBoxSize: Vector3;
  72991. protected _rotationY: number;
  72992. /**
  72993. * Sets texture matrix rotation angle around Y axis in radians.
  72994. */
  72995. /**
  72996. * Gets texture matrix rotation angle around Y axis radians.
  72997. */
  72998. rotationY: number;
  72999. /**
  73000. * Are mip maps generated for this texture or not.
  73001. */
  73002. readonly noMipmap: boolean;
  73003. private _noMipmap;
  73004. private _files;
  73005. private _extensions;
  73006. private _textureMatrix;
  73007. private _format;
  73008. private _createPolynomials;
  73009. /** @hidden */
  73010. _prefiltered: boolean;
  73011. /**
  73012. * Creates a cube texture from an array of image urls
  73013. * @param files defines an array of image urls
  73014. * @param scene defines the hosting scene
  73015. * @param noMipmap specifies if mip maps are not used
  73016. * @returns a cube texture
  73017. */
  73018. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73019. /**
  73020. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73021. * @param url defines the url of the prefiltered texture
  73022. * @param scene defines the scene the texture is attached to
  73023. * @param forcedExtension defines the extension of the file if different from the url
  73024. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73025. * @return the prefiltered texture
  73026. */
  73027. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73028. /**
  73029. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73030. * as prefiltered data.
  73031. * @param rootUrl defines the url of the texture or the root name of the six images
  73032. * @param scene defines the scene the texture is attached to
  73033. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73034. * @param noMipmap defines if mipmaps should be created or not
  73035. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73036. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73037. * @param onError defines a callback triggered in case of error during load
  73038. * @param format defines the internal format to use for the texture once loaded
  73039. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73040. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73041. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73042. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73043. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73044. * @return the cube texture
  73045. */
  73046. 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);
  73047. /**
  73048. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73049. */
  73050. readonly isPrefiltered: boolean;
  73051. /**
  73052. * Get the current class name of the texture useful for serialization or dynamic coding.
  73053. * @returns "CubeTexture"
  73054. */
  73055. getClassName(): string;
  73056. /**
  73057. * Update the url (and optional buffer) of this texture if url was null during construction.
  73058. * @param url the url of the texture
  73059. * @param forcedExtension defines the extension to use
  73060. * @param onLoad callback called when the texture is loaded (defaults to null)
  73061. */
  73062. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73063. /**
  73064. * Delays loading of the cube texture
  73065. * @param forcedExtension defines the extension to use
  73066. */
  73067. delayLoad(forcedExtension?: string): void;
  73068. /**
  73069. * Returns the reflection texture matrix
  73070. * @returns the reflection texture matrix
  73071. */
  73072. getReflectionTextureMatrix(): Matrix;
  73073. /**
  73074. * Sets the reflection texture matrix
  73075. * @param value Reflection texture matrix
  73076. */
  73077. setReflectionTextureMatrix(value: Matrix): void;
  73078. /**
  73079. * Parses text to create a cube texture
  73080. * @param parsedTexture define the serialized text to read from
  73081. * @param scene defines the hosting scene
  73082. * @param rootUrl defines the root url of the cube texture
  73083. * @returns a cube texture
  73084. */
  73085. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73086. /**
  73087. * Makes a clone, or deep copy, of the cube texture
  73088. * @returns a new cube texture
  73089. */
  73090. clone(): CubeTexture;
  73091. }
  73092. }
  73093. declare module BABYLON {
  73094. /**
  73095. * Manages the defines for the Material
  73096. */
  73097. export class MaterialDefines {
  73098. /** @hidden */
  73099. protected _keys: string[];
  73100. private _isDirty;
  73101. /** @hidden */
  73102. _renderId: number;
  73103. /** @hidden */
  73104. _areLightsDirty: boolean;
  73105. /** @hidden */
  73106. _areLightsDisposed: boolean;
  73107. /** @hidden */
  73108. _areAttributesDirty: boolean;
  73109. /** @hidden */
  73110. _areTexturesDirty: boolean;
  73111. /** @hidden */
  73112. _areFresnelDirty: boolean;
  73113. /** @hidden */
  73114. _areMiscDirty: boolean;
  73115. /** @hidden */
  73116. _areImageProcessingDirty: boolean;
  73117. /** @hidden */
  73118. _normals: boolean;
  73119. /** @hidden */
  73120. _uvs: boolean;
  73121. /** @hidden */
  73122. _needNormals: boolean;
  73123. /** @hidden */
  73124. _needUVs: boolean;
  73125. [id: string]: any;
  73126. /**
  73127. * Specifies if the material needs to be re-calculated
  73128. */
  73129. readonly isDirty: boolean;
  73130. /**
  73131. * Marks the material to indicate that it has been re-calculated
  73132. */
  73133. markAsProcessed(): void;
  73134. /**
  73135. * Marks the material to indicate that it needs to be re-calculated
  73136. */
  73137. markAsUnprocessed(): void;
  73138. /**
  73139. * Marks the material to indicate all of its defines need to be re-calculated
  73140. */
  73141. markAllAsDirty(): void;
  73142. /**
  73143. * Marks the material to indicate that image processing needs to be re-calculated
  73144. */
  73145. markAsImageProcessingDirty(): void;
  73146. /**
  73147. * Marks the material to indicate the lights need to be re-calculated
  73148. * @param disposed Defines whether the light is dirty due to dispose or not
  73149. */
  73150. markAsLightDirty(disposed?: boolean): void;
  73151. /**
  73152. * Marks the attribute state as changed
  73153. */
  73154. markAsAttributesDirty(): void;
  73155. /**
  73156. * Marks the texture state as changed
  73157. */
  73158. markAsTexturesDirty(): void;
  73159. /**
  73160. * Marks the fresnel state as changed
  73161. */
  73162. markAsFresnelDirty(): void;
  73163. /**
  73164. * Marks the misc state as changed
  73165. */
  73166. markAsMiscDirty(): void;
  73167. /**
  73168. * Rebuilds the material defines
  73169. */
  73170. rebuild(): void;
  73171. /**
  73172. * Specifies if two material defines are equal
  73173. * @param other - A material define instance to compare to
  73174. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73175. */
  73176. isEqual(other: MaterialDefines): boolean;
  73177. /**
  73178. * Clones this instance's defines to another instance
  73179. * @param other - material defines to clone values to
  73180. */
  73181. cloneTo(other: MaterialDefines): void;
  73182. /**
  73183. * Resets the material define values
  73184. */
  73185. reset(): void;
  73186. /**
  73187. * Converts the material define values to a string
  73188. * @returns - String of material define information
  73189. */
  73190. toString(): string;
  73191. }
  73192. }
  73193. declare module BABYLON {
  73194. /**
  73195. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73196. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73197. * 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;
  73198. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73199. */
  73200. export class ColorCurves {
  73201. private _dirty;
  73202. private _tempColor;
  73203. private _globalCurve;
  73204. private _highlightsCurve;
  73205. private _midtonesCurve;
  73206. private _shadowsCurve;
  73207. private _positiveCurve;
  73208. private _negativeCurve;
  73209. private _globalHue;
  73210. private _globalDensity;
  73211. private _globalSaturation;
  73212. private _globalExposure;
  73213. /**
  73214. * Gets the global Hue value.
  73215. * 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).
  73216. */
  73217. /**
  73218. * Sets the global Hue value.
  73219. * 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).
  73220. */
  73221. globalHue: number;
  73222. /**
  73223. * Gets the global Density value.
  73224. * 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.
  73225. * Values less than zero provide a filter of opposite hue.
  73226. */
  73227. /**
  73228. * Sets the global Density value.
  73229. * 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.
  73230. * Values less than zero provide a filter of opposite hue.
  73231. */
  73232. globalDensity: number;
  73233. /**
  73234. * Gets the global Saturation value.
  73235. * 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.
  73236. */
  73237. /**
  73238. * Sets the global Saturation value.
  73239. * 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.
  73240. */
  73241. globalSaturation: number;
  73242. /**
  73243. * Gets the global Exposure value.
  73244. * 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.
  73245. */
  73246. /**
  73247. * Sets the global Exposure value.
  73248. * 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.
  73249. */
  73250. globalExposure: number;
  73251. private _highlightsHue;
  73252. private _highlightsDensity;
  73253. private _highlightsSaturation;
  73254. private _highlightsExposure;
  73255. /**
  73256. * Gets the highlights Hue value.
  73257. * 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).
  73258. */
  73259. /**
  73260. * Sets the highlights Hue value.
  73261. * 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).
  73262. */
  73263. highlightsHue: number;
  73264. /**
  73265. * Gets the highlights Density value.
  73266. * 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.
  73267. * Values less than zero provide a filter of opposite hue.
  73268. */
  73269. /**
  73270. * Sets the highlights Density value.
  73271. * 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.
  73272. * Values less than zero provide a filter of opposite hue.
  73273. */
  73274. highlightsDensity: number;
  73275. /**
  73276. * Gets the highlights Saturation value.
  73277. * 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.
  73278. */
  73279. /**
  73280. * Sets the highlights Saturation value.
  73281. * 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.
  73282. */
  73283. highlightsSaturation: number;
  73284. /**
  73285. * Gets the highlights Exposure value.
  73286. * 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.
  73287. */
  73288. /**
  73289. * Sets the highlights Exposure value.
  73290. * 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.
  73291. */
  73292. highlightsExposure: number;
  73293. private _midtonesHue;
  73294. private _midtonesDensity;
  73295. private _midtonesSaturation;
  73296. private _midtonesExposure;
  73297. /**
  73298. * Gets the midtones Hue value.
  73299. * 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).
  73300. */
  73301. /**
  73302. * Sets the midtones Hue value.
  73303. * 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).
  73304. */
  73305. midtonesHue: number;
  73306. /**
  73307. * Gets the midtones Density value.
  73308. * 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.
  73309. * Values less than zero provide a filter of opposite hue.
  73310. */
  73311. /**
  73312. * Sets the midtones Density value.
  73313. * 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.
  73314. * Values less than zero provide a filter of opposite hue.
  73315. */
  73316. midtonesDensity: number;
  73317. /**
  73318. * Gets the midtones Saturation value.
  73319. * 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.
  73320. */
  73321. /**
  73322. * Sets the midtones Saturation value.
  73323. * 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.
  73324. */
  73325. midtonesSaturation: number;
  73326. /**
  73327. * Gets the midtones Exposure value.
  73328. * 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.
  73329. */
  73330. /**
  73331. * Sets the midtones Exposure value.
  73332. * 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.
  73333. */
  73334. midtonesExposure: number;
  73335. private _shadowsHue;
  73336. private _shadowsDensity;
  73337. private _shadowsSaturation;
  73338. private _shadowsExposure;
  73339. /**
  73340. * Gets the shadows Hue value.
  73341. * 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).
  73342. */
  73343. /**
  73344. * Sets the shadows Hue value.
  73345. * 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).
  73346. */
  73347. shadowsHue: number;
  73348. /**
  73349. * Gets the shadows Density value.
  73350. * 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.
  73351. * Values less than zero provide a filter of opposite hue.
  73352. */
  73353. /**
  73354. * Sets the shadows Density value.
  73355. * 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.
  73356. * Values less than zero provide a filter of opposite hue.
  73357. */
  73358. shadowsDensity: number;
  73359. /**
  73360. * Gets the shadows Saturation value.
  73361. * 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.
  73362. */
  73363. /**
  73364. * Sets the shadows Saturation value.
  73365. * 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.
  73366. */
  73367. shadowsSaturation: number;
  73368. /**
  73369. * Gets the shadows Exposure value.
  73370. * 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.
  73371. */
  73372. /**
  73373. * Sets the shadows Exposure value.
  73374. * 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.
  73375. */
  73376. shadowsExposure: number;
  73377. /**
  73378. * Returns the class name
  73379. * @returns The class name
  73380. */
  73381. getClassName(): string;
  73382. /**
  73383. * Binds the color curves to the shader.
  73384. * @param colorCurves The color curve to bind
  73385. * @param effect The effect to bind to
  73386. * @param positiveUniform The positive uniform shader parameter
  73387. * @param neutralUniform The neutral uniform shader parameter
  73388. * @param negativeUniform The negative uniform shader parameter
  73389. */
  73390. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73391. /**
  73392. * Prepare the list of uniforms associated with the ColorCurves effects.
  73393. * @param uniformsList The list of uniforms used in the effect
  73394. */
  73395. static PrepareUniforms(uniformsList: string[]): void;
  73396. /**
  73397. * Returns color grading data based on a hue, density, saturation and exposure value.
  73398. * @param filterHue The hue of the color filter.
  73399. * @param filterDensity The density of the color filter.
  73400. * @param saturation The saturation.
  73401. * @param exposure The exposure.
  73402. * @param result The result data container.
  73403. */
  73404. private getColorGradingDataToRef;
  73405. /**
  73406. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73407. * @param value The input slider value in range [-100,100].
  73408. * @returns Adjusted value.
  73409. */
  73410. private static applyColorGradingSliderNonlinear;
  73411. /**
  73412. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73413. * @param hue The hue (H) input.
  73414. * @param saturation The saturation (S) input.
  73415. * @param brightness The brightness (B) input.
  73416. * @result An RGBA color represented as Vector4.
  73417. */
  73418. private static fromHSBToRef;
  73419. /**
  73420. * Returns a value clamped between min and max
  73421. * @param value The value to clamp
  73422. * @param min The minimum of value
  73423. * @param max The maximum of value
  73424. * @returns The clamped value.
  73425. */
  73426. private static clamp;
  73427. /**
  73428. * Clones the current color curve instance.
  73429. * @return The cloned curves
  73430. */
  73431. clone(): ColorCurves;
  73432. /**
  73433. * Serializes the current color curve instance to a json representation.
  73434. * @return a JSON representation
  73435. */
  73436. serialize(): any;
  73437. /**
  73438. * Parses the color curve from a json representation.
  73439. * @param source the JSON source to parse
  73440. * @return The parsed curves
  73441. */
  73442. static Parse(source: any): ColorCurves;
  73443. }
  73444. }
  73445. declare module BABYLON {
  73446. /**
  73447. * Interface to follow in your material defines to integrate easily the
  73448. * Image proccessing functions.
  73449. * @hidden
  73450. */
  73451. export interface IImageProcessingConfigurationDefines {
  73452. IMAGEPROCESSING: boolean;
  73453. VIGNETTE: boolean;
  73454. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73455. VIGNETTEBLENDMODEOPAQUE: boolean;
  73456. TONEMAPPING: boolean;
  73457. TONEMAPPING_ACES: boolean;
  73458. CONTRAST: boolean;
  73459. EXPOSURE: boolean;
  73460. COLORCURVES: boolean;
  73461. COLORGRADING: boolean;
  73462. COLORGRADING3D: boolean;
  73463. SAMPLER3DGREENDEPTH: boolean;
  73464. SAMPLER3DBGRMAP: boolean;
  73465. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73466. }
  73467. /**
  73468. * @hidden
  73469. */
  73470. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73471. IMAGEPROCESSING: boolean;
  73472. VIGNETTE: boolean;
  73473. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73474. VIGNETTEBLENDMODEOPAQUE: boolean;
  73475. TONEMAPPING: boolean;
  73476. TONEMAPPING_ACES: boolean;
  73477. CONTRAST: boolean;
  73478. COLORCURVES: boolean;
  73479. COLORGRADING: boolean;
  73480. COLORGRADING3D: boolean;
  73481. SAMPLER3DGREENDEPTH: boolean;
  73482. SAMPLER3DBGRMAP: boolean;
  73483. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73484. EXPOSURE: boolean;
  73485. constructor();
  73486. }
  73487. /**
  73488. * This groups together the common properties used for image processing either in direct forward pass
  73489. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73490. * or not.
  73491. */
  73492. export class ImageProcessingConfiguration {
  73493. /**
  73494. * Default tone mapping applied in BabylonJS.
  73495. */
  73496. static readonly TONEMAPPING_STANDARD: number;
  73497. /**
  73498. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73499. * to other engines rendering to increase portability.
  73500. */
  73501. static readonly TONEMAPPING_ACES: number;
  73502. /**
  73503. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73504. */
  73505. colorCurves: Nullable<ColorCurves>;
  73506. private _colorCurvesEnabled;
  73507. /**
  73508. * Gets wether the color curves effect is enabled.
  73509. */
  73510. /**
  73511. * Sets wether the color curves effect is enabled.
  73512. */
  73513. colorCurvesEnabled: boolean;
  73514. private _colorGradingTexture;
  73515. /**
  73516. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73517. */
  73518. /**
  73519. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73520. */
  73521. colorGradingTexture: Nullable<BaseTexture>;
  73522. private _colorGradingEnabled;
  73523. /**
  73524. * Gets wether the color grading effect is enabled.
  73525. */
  73526. /**
  73527. * Sets wether the color grading effect is enabled.
  73528. */
  73529. colorGradingEnabled: boolean;
  73530. private _colorGradingWithGreenDepth;
  73531. /**
  73532. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73533. */
  73534. /**
  73535. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73536. */
  73537. colorGradingWithGreenDepth: boolean;
  73538. private _colorGradingBGR;
  73539. /**
  73540. * Gets wether the color grading texture contains BGR values.
  73541. */
  73542. /**
  73543. * Sets wether the color grading texture contains BGR values.
  73544. */
  73545. colorGradingBGR: boolean;
  73546. /** @hidden */
  73547. _exposure: number;
  73548. /**
  73549. * Gets the Exposure used in the effect.
  73550. */
  73551. /**
  73552. * Sets the Exposure used in the effect.
  73553. */
  73554. exposure: number;
  73555. private _toneMappingEnabled;
  73556. /**
  73557. * Gets wether the tone mapping effect is enabled.
  73558. */
  73559. /**
  73560. * Sets wether the tone mapping effect is enabled.
  73561. */
  73562. toneMappingEnabled: boolean;
  73563. private _toneMappingType;
  73564. /**
  73565. * Gets the type of tone mapping effect.
  73566. */
  73567. /**
  73568. * Sets the type of tone mapping effect used in BabylonJS.
  73569. */
  73570. toneMappingType: number;
  73571. protected _contrast: number;
  73572. /**
  73573. * Gets the contrast used in the effect.
  73574. */
  73575. /**
  73576. * Sets the contrast used in the effect.
  73577. */
  73578. contrast: number;
  73579. /**
  73580. * Vignette stretch size.
  73581. */
  73582. vignetteStretch: number;
  73583. /**
  73584. * Vignette centre X Offset.
  73585. */
  73586. vignetteCentreX: number;
  73587. /**
  73588. * Vignette centre Y Offset.
  73589. */
  73590. vignetteCentreY: number;
  73591. /**
  73592. * Vignette weight or intensity of the vignette effect.
  73593. */
  73594. vignetteWeight: number;
  73595. /**
  73596. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73597. * if vignetteEnabled is set to true.
  73598. */
  73599. vignetteColor: Color4;
  73600. /**
  73601. * Camera field of view used by the Vignette effect.
  73602. */
  73603. vignetteCameraFov: number;
  73604. private _vignetteBlendMode;
  73605. /**
  73606. * Gets the vignette blend mode allowing different kind of effect.
  73607. */
  73608. /**
  73609. * Sets the vignette blend mode allowing different kind of effect.
  73610. */
  73611. vignetteBlendMode: number;
  73612. private _vignetteEnabled;
  73613. /**
  73614. * Gets wether the vignette effect is enabled.
  73615. */
  73616. /**
  73617. * Sets wether the vignette effect is enabled.
  73618. */
  73619. vignetteEnabled: boolean;
  73620. private _applyByPostProcess;
  73621. /**
  73622. * Gets wether the image processing is applied through a post process or not.
  73623. */
  73624. /**
  73625. * Sets wether the image processing is applied through a post process or not.
  73626. */
  73627. applyByPostProcess: boolean;
  73628. private _isEnabled;
  73629. /**
  73630. * Gets wether the image processing is enabled or not.
  73631. */
  73632. /**
  73633. * Sets wether the image processing is enabled or not.
  73634. */
  73635. isEnabled: boolean;
  73636. /**
  73637. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73638. */
  73639. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73640. /**
  73641. * Method called each time the image processing information changes requires to recompile the effect.
  73642. */
  73643. protected _updateParameters(): void;
  73644. /**
  73645. * Gets the current class name.
  73646. * @return "ImageProcessingConfiguration"
  73647. */
  73648. getClassName(): string;
  73649. /**
  73650. * Prepare the list of uniforms associated with the Image Processing effects.
  73651. * @param uniforms The list of uniforms used in the effect
  73652. * @param defines the list of defines currently in use
  73653. */
  73654. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73655. /**
  73656. * Prepare the list of samplers associated with the Image Processing effects.
  73657. * @param samplersList The list of uniforms used in the effect
  73658. * @param defines the list of defines currently in use
  73659. */
  73660. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73661. /**
  73662. * Prepare the list of defines associated to the shader.
  73663. * @param defines the list of defines to complete
  73664. * @param forPostProcess Define if we are currently in post process mode or not
  73665. */
  73666. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73667. /**
  73668. * Returns true if all the image processing information are ready.
  73669. * @returns True if ready, otherwise, false
  73670. */
  73671. isReady(): boolean;
  73672. /**
  73673. * Binds the image processing to the shader.
  73674. * @param effect The effect to bind to
  73675. * @param aspectRatio Define the current aspect ratio of the effect
  73676. */
  73677. bind(effect: Effect, aspectRatio?: number): void;
  73678. /**
  73679. * Clones the current image processing instance.
  73680. * @return The cloned image processing
  73681. */
  73682. clone(): ImageProcessingConfiguration;
  73683. /**
  73684. * Serializes the current image processing instance to a json representation.
  73685. * @return a JSON representation
  73686. */
  73687. serialize(): any;
  73688. /**
  73689. * Parses the image processing from a json representation.
  73690. * @param source the JSON source to parse
  73691. * @return The parsed image processing
  73692. */
  73693. static Parse(source: any): ImageProcessingConfiguration;
  73694. private static _VIGNETTEMODE_MULTIPLY;
  73695. private static _VIGNETTEMODE_OPAQUE;
  73696. /**
  73697. * Used to apply the vignette as a mix with the pixel color.
  73698. */
  73699. static readonly VIGNETTEMODE_MULTIPLY: number;
  73700. /**
  73701. * Used to apply the vignette as a replacement of the pixel color.
  73702. */
  73703. static readonly VIGNETTEMODE_OPAQUE: number;
  73704. }
  73705. }
  73706. declare module BABYLON {
  73707. /** @hidden */
  73708. export var postprocessVertexShader: {
  73709. name: string;
  73710. shader: string;
  73711. };
  73712. }
  73713. declare module BABYLON {
  73714. /** Defines supported spaces */
  73715. export enum Space {
  73716. /** Local (object) space */
  73717. LOCAL = 0,
  73718. /** World space */
  73719. WORLD = 1,
  73720. /** Bone space */
  73721. BONE = 2
  73722. }
  73723. /** Defines the 3 main axes */
  73724. export class Axis {
  73725. /** X axis */
  73726. static X: Vector3;
  73727. /** Y axis */
  73728. static Y: Vector3;
  73729. /** Z axis */
  73730. static Z: Vector3;
  73731. }
  73732. }
  73733. declare module BABYLON {
  73734. /**
  73735. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73736. * This is the base of the follow, arc rotate cameras and Free camera
  73737. * @see http://doc.babylonjs.com/features/cameras
  73738. */
  73739. export class TargetCamera extends Camera {
  73740. private static _RigCamTransformMatrix;
  73741. private static _TargetTransformMatrix;
  73742. private static _TargetFocalPoint;
  73743. /**
  73744. * Define the current direction the camera is moving to
  73745. */
  73746. cameraDirection: Vector3;
  73747. /**
  73748. * Define the current rotation the camera is rotating to
  73749. */
  73750. cameraRotation: Vector2;
  73751. /**
  73752. * When set, the up vector of the camera will be updated by the rotation of the camera
  73753. */
  73754. updateUpVectorFromRotation: boolean;
  73755. private _tmpQuaternion;
  73756. /**
  73757. * Define the current rotation of the camera
  73758. */
  73759. rotation: Vector3;
  73760. /**
  73761. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73762. */
  73763. rotationQuaternion: Quaternion;
  73764. /**
  73765. * Define the current speed of the camera
  73766. */
  73767. speed: number;
  73768. /**
  73769. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73770. * around all axis.
  73771. */
  73772. noRotationConstraint: boolean;
  73773. /**
  73774. * Define the current target of the camera as an object or a position.
  73775. */
  73776. lockedTarget: any;
  73777. /** @hidden */
  73778. _currentTarget: Vector3;
  73779. /** @hidden */
  73780. _initialFocalDistance: number;
  73781. /** @hidden */
  73782. _viewMatrix: Matrix;
  73783. /** @hidden */
  73784. _camMatrix: Matrix;
  73785. /** @hidden */
  73786. _cameraTransformMatrix: Matrix;
  73787. /** @hidden */
  73788. _cameraRotationMatrix: Matrix;
  73789. /** @hidden */
  73790. _referencePoint: Vector3;
  73791. /** @hidden */
  73792. _transformedReferencePoint: Vector3;
  73793. protected _globalCurrentTarget: Vector3;
  73794. protected _globalCurrentUpVector: Vector3;
  73795. /** @hidden */
  73796. _reset: () => void;
  73797. private _defaultUp;
  73798. /**
  73799. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73800. * This is the base of the follow, arc rotate cameras and Free camera
  73801. * @see http://doc.babylonjs.com/features/cameras
  73802. * @param name Defines the name of the camera in the scene
  73803. * @param position Defines the start position of the camera in the scene
  73804. * @param scene Defines the scene the camera belongs to
  73805. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73806. */
  73807. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73808. /**
  73809. * Gets the position in front of the camera at a given distance.
  73810. * @param distance The distance from the camera we want the position to be
  73811. * @returns the position
  73812. */
  73813. getFrontPosition(distance: number): Vector3;
  73814. /** @hidden */
  73815. _getLockedTargetPosition(): Nullable<Vector3>;
  73816. private _storedPosition;
  73817. private _storedRotation;
  73818. private _storedRotationQuaternion;
  73819. /**
  73820. * Store current camera state of the camera (fov, position, rotation, etc..)
  73821. * @returns the camera
  73822. */
  73823. storeState(): Camera;
  73824. /**
  73825. * Restored camera state. You must call storeState() first
  73826. * @returns whether it was successful or not
  73827. * @hidden
  73828. */
  73829. _restoreStateValues(): boolean;
  73830. /** @hidden */
  73831. _initCache(): void;
  73832. /** @hidden */
  73833. _updateCache(ignoreParentClass?: boolean): void;
  73834. /** @hidden */
  73835. _isSynchronizedViewMatrix(): boolean;
  73836. /** @hidden */
  73837. _computeLocalCameraSpeed(): number;
  73838. /**
  73839. * Defines the target the camera should look at.
  73840. * @param target Defines the new target as a Vector or a mesh
  73841. */
  73842. setTarget(target: Vector3): void;
  73843. /**
  73844. * Return the current target position of the camera. This value is expressed in local space.
  73845. * @returns the target position
  73846. */
  73847. getTarget(): Vector3;
  73848. /** @hidden */
  73849. _decideIfNeedsToMove(): boolean;
  73850. /** @hidden */
  73851. _updatePosition(): void;
  73852. /** @hidden */
  73853. _checkInputs(): void;
  73854. protected _updateCameraRotationMatrix(): void;
  73855. /**
  73856. * 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)
  73857. * @returns the current camera
  73858. */
  73859. private _rotateUpVectorWithCameraRotationMatrix;
  73860. private _cachedRotationZ;
  73861. private _cachedQuaternionRotationZ;
  73862. /** @hidden */
  73863. _getViewMatrix(): Matrix;
  73864. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73865. /**
  73866. * @hidden
  73867. */
  73868. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73869. /**
  73870. * @hidden
  73871. */
  73872. _updateRigCameras(): void;
  73873. private _getRigCamPositionAndTarget;
  73874. /**
  73875. * Gets the current object class name.
  73876. * @return the class name
  73877. */
  73878. getClassName(): string;
  73879. }
  73880. }
  73881. declare module BABYLON {
  73882. /**
  73883. * Gather the list of keyboard event types as constants.
  73884. */
  73885. export class KeyboardEventTypes {
  73886. /**
  73887. * The keydown event is fired when a key becomes active (pressed).
  73888. */
  73889. static readonly KEYDOWN: number;
  73890. /**
  73891. * The keyup event is fired when a key has been released.
  73892. */
  73893. static readonly KEYUP: number;
  73894. }
  73895. /**
  73896. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73897. */
  73898. export class KeyboardInfo {
  73899. /**
  73900. * Defines the type of event (KeyboardEventTypes)
  73901. */
  73902. type: number;
  73903. /**
  73904. * Defines the related dom event
  73905. */
  73906. event: KeyboardEvent;
  73907. /**
  73908. * Instantiates a new keyboard info.
  73909. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73910. * @param type Defines the type of event (KeyboardEventTypes)
  73911. * @param event Defines the related dom event
  73912. */
  73913. constructor(
  73914. /**
  73915. * Defines the type of event (KeyboardEventTypes)
  73916. */
  73917. type: number,
  73918. /**
  73919. * Defines the related dom event
  73920. */
  73921. event: KeyboardEvent);
  73922. }
  73923. /**
  73924. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73925. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73926. */
  73927. export class KeyboardInfoPre extends KeyboardInfo {
  73928. /**
  73929. * Defines the type of event (KeyboardEventTypes)
  73930. */
  73931. type: number;
  73932. /**
  73933. * Defines the related dom event
  73934. */
  73935. event: KeyboardEvent;
  73936. /**
  73937. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73938. */
  73939. skipOnPointerObservable: boolean;
  73940. /**
  73941. * Instantiates a new keyboard pre info.
  73942. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73943. * @param type Defines the type of event (KeyboardEventTypes)
  73944. * @param event Defines the related dom event
  73945. */
  73946. constructor(
  73947. /**
  73948. * Defines the type of event (KeyboardEventTypes)
  73949. */
  73950. type: number,
  73951. /**
  73952. * Defines the related dom event
  73953. */
  73954. event: KeyboardEvent);
  73955. }
  73956. }
  73957. declare module BABYLON {
  73958. /**
  73959. * Manage the keyboard inputs to control the movement of a free camera.
  73960. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73961. */
  73962. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73963. /**
  73964. * Defines the camera the input is attached to.
  73965. */
  73966. camera: FreeCamera;
  73967. /**
  73968. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73969. */
  73970. keysUp: number[];
  73971. /**
  73972. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73973. */
  73974. keysDown: number[];
  73975. /**
  73976. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73977. */
  73978. keysLeft: number[];
  73979. /**
  73980. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73981. */
  73982. keysRight: number[];
  73983. private _keys;
  73984. private _onCanvasBlurObserver;
  73985. private _onKeyboardObserver;
  73986. private _engine;
  73987. private _scene;
  73988. /**
  73989. * Attach the input controls to a specific dom element to get the input from.
  73990. * @param element Defines the element the controls should be listened from
  73991. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73992. */
  73993. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73994. /**
  73995. * Detach the current controls from the specified dom element.
  73996. * @param element Defines the element to stop listening the inputs from
  73997. */
  73998. detachControl(element: Nullable<HTMLElement>): void;
  73999. /**
  74000. * Update the current camera state depending on the inputs that have been used this frame.
  74001. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74002. */
  74003. checkInputs(): void;
  74004. /**
  74005. * Gets the class name of the current intput.
  74006. * @returns the class name
  74007. */
  74008. getClassName(): string;
  74009. /** @hidden */
  74010. _onLostFocus(): void;
  74011. /**
  74012. * Get the friendly name associated with the input class.
  74013. * @returns the input friendly name
  74014. */
  74015. getSimpleName(): string;
  74016. }
  74017. }
  74018. declare module BABYLON {
  74019. /**
  74020. * Interface describing all the common properties and methods a shadow light needs to implement.
  74021. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74022. * as well as binding the different shadow properties to the effects.
  74023. */
  74024. export interface IShadowLight extends Light {
  74025. /**
  74026. * The light id in the scene (used in scene.findLighById for instance)
  74027. */
  74028. id: string;
  74029. /**
  74030. * The position the shdow will be casted from.
  74031. */
  74032. position: Vector3;
  74033. /**
  74034. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74035. */
  74036. direction: Vector3;
  74037. /**
  74038. * The transformed position. Position of the light in world space taking parenting in account.
  74039. */
  74040. transformedPosition: Vector3;
  74041. /**
  74042. * The transformed direction. Direction of the light in world space taking parenting in account.
  74043. */
  74044. transformedDirection: Vector3;
  74045. /**
  74046. * The friendly name of the light in the scene.
  74047. */
  74048. name: string;
  74049. /**
  74050. * Defines the shadow projection clipping minimum z value.
  74051. */
  74052. shadowMinZ: number;
  74053. /**
  74054. * Defines the shadow projection clipping maximum z value.
  74055. */
  74056. shadowMaxZ: number;
  74057. /**
  74058. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74059. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74060. */
  74061. computeTransformedInformation(): boolean;
  74062. /**
  74063. * Gets the scene the light belongs to.
  74064. * @returns The scene
  74065. */
  74066. getScene(): Scene;
  74067. /**
  74068. * Callback defining a custom Projection Matrix Builder.
  74069. * This can be used to override the default projection matrix computation.
  74070. */
  74071. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74072. /**
  74073. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74074. * @param matrix The materix to updated with the projection information
  74075. * @param viewMatrix The transform matrix of the light
  74076. * @param renderList The list of mesh to render in the map
  74077. * @returns The current light
  74078. */
  74079. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74080. /**
  74081. * Gets the current depth scale used in ESM.
  74082. * @returns The scale
  74083. */
  74084. getDepthScale(): number;
  74085. /**
  74086. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74087. * @returns true if a cube texture needs to be use
  74088. */
  74089. needCube(): boolean;
  74090. /**
  74091. * Detects if the projection matrix requires to be recomputed this frame.
  74092. * @returns true if it requires to be recomputed otherwise, false.
  74093. */
  74094. needProjectionMatrixCompute(): boolean;
  74095. /**
  74096. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74097. */
  74098. forceProjectionMatrixCompute(): void;
  74099. /**
  74100. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74101. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74102. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74103. */
  74104. getShadowDirection(faceIndex?: number): Vector3;
  74105. /**
  74106. * Gets the minZ used for shadow according to both the scene and the light.
  74107. * @param activeCamera The camera we are returning the min for
  74108. * @returns the depth min z
  74109. */
  74110. getDepthMinZ(activeCamera: Camera): number;
  74111. /**
  74112. * Gets the maxZ used for shadow according to both the scene and the light.
  74113. * @param activeCamera The camera we are returning the max for
  74114. * @returns the depth max z
  74115. */
  74116. getDepthMaxZ(activeCamera: Camera): number;
  74117. }
  74118. /**
  74119. * Base implementation IShadowLight
  74120. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74121. */
  74122. export abstract class ShadowLight extends Light implements IShadowLight {
  74123. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74124. protected _position: Vector3;
  74125. protected _setPosition(value: Vector3): void;
  74126. /**
  74127. * Sets the position the shadow will be casted from. Also use as the light position for both
  74128. * point and spot lights.
  74129. */
  74130. /**
  74131. * Sets the position the shadow will be casted from. Also use as the light position for both
  74132. * point and spot lights.
  74133. */
  74134. position: Vector3;
  74135. protected _direction: Vector3;
  74136. protected _setDirection(value: Vector3): void;
  74137. /**
  74138. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74139. * Also use as the light direction on spot and directional lights.
  74140. */
  74141. /**
  74142. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74143. * Also use as the light direction on spot and directional lights.
  74144. */
  74145. direction: Vector3;
  74146. private _shadowMinZ;
  74147. /**
  74148. * Gets the shadow projection clipping minimum z value.
  74149. */
  74150. /**
  74151. * Sets the shadow projection clipping minimum z value.
  74152. */
  74153. shadowMinZ: number;
  74154. private _shadowMaxZ;
  74155. /**
  74156. * Sets the shadow projection clipping maximum z value.
  74157. */
  74158. /**
  74159. * Gets the shadow projection clipping maximum z value.
  74160. */
  74161. shadowMaxZ: number;
  74162. /**
  74163. * Callback defining a custom Projection Matrix Builder.
  74164. * This can be used to override the default projection matrix computation.
  74165. */
  74166. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74167. /**
  74168. * The transformed position. Position of the light in world space taking parenting in account.
  74169. */
  74170. transformedPosition: Vector3;
  74171. /**
  74172. * The transformed direction. Direction of the light in world space taking parenting in account.
  74173. */
  74174. transformedDirection: Vector3;
  74175. private _needProjectionMatrixCompute;
  74176. /**
  74177. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74178. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74179. */
  74180. computeTransformedInformation(): boolean;
  74181. /**
  74182. * Return the depth scale used for the shadow map.
  74183. * @returns the depth scale.
  74184. */
  74185. getDepthScale(): number;
  74186. /**
  74187. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74188. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74189. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74190. */
  74191. getShadowDirection(faceIndex?: number): Vector3;
  74192. /**
  74193. * Returns the ShadowLight absolute position in the World.
  74194. * @returns the position vector in world space
  74195. */
  74196. getAbsolutePosition(): Vector3;
  74197. /**
  74198. * Sets the ShadowLight direction toward the passed target.
  74199. * @param target The point to target in local space
  74200. * @returns the updated ShadowLight direction
  74201. */
  74202. setDirectionToTarget(target: Vector3): Vector3;
  74203. /**
  74204. * Returns the light rotation in euler definition.
  74205. * @returns the x y z rotation in local space.
  74206. */
  74207. getRotation(): Vector3;
  74208. /**
  74209. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74210. * @returns true if a cube texture needs to be use
  74211. */
  74212. needCube(): boolean;
  74213. /**
  74214. * Detects if the projection matrix requires to be recomputed this frame.
  74215. * @returns true if it requires to be recomputed otherwise, false.
  74216. */
  74217. needProjectionMatrixCompute(): boolean;
  74218. /**
  74219. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74220. */
  74221. forceProjectionMatrixCompute(): void;
  74222. /** @hidden */
  74223. _initCache(): void;
  74224. /** @hidden */
  74225. _isSynchronized(): boolean;
  74226. /**
  74227. * Computes the world matrix of the node
  74228. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74229. * @returns the world matrix
  74230. */
  74231. computeWorldMatrix(force?: boolean): Matrix;
  74232. /**
  74233. * Gets the minZ used for shadow according to both the scene and the light.
  74234. * @param activeCamera The camera we are returning the min for
  74235. * @returns the depth min z
  74236. */
  74237. getDepthMinZ(activeCamera: Camera): number;
  74238. /**
  74239. * Gets the maxZ used for shadow according to both the scene and the light.
  74240. * @param activeCamera The camera we are returning the max for
  74241. * @returns the depth max z
  74242. */
  74243. getDepthMaxZ(activeCamera: Camera): number;
  74244. /**
  74245. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74246. * @param matrix The materix to updated with the projection information
  74247. * @param viewMatrix The transform matrix of the light
  74248. * @param renderList The list of mesh to render in the map
  74249. * @returns The current light
  74250. */
  74251. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74252. }
  74253. }
  74254. declare module BABYLON {
  74255. /**
  74256. * "Static Class" containing the most commonly used helper while dealing with material for
  74257. * rendering purpose.
  74258. *
  74259. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74260. *
  74261. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74262. */
  74263. export class MaterialHelper {
  74264. /**
  74265. * Bind the current view position to an effect.
  74266. * @param effect The effect to be bound
  74267. * @param scene The scene the eyes position is used from
  74268. */
  74269. static BindEyePosition(effect: Effect, scene: Scene): void;
  74270. /**
  74271. * Helps preparing the defines values about the UVs in used in the effect.
  74272. * UVs are shared as much as we can accross channels in the shaders.
  74273. * @param texture The texture we are preparing the UVs for
  74274. * @param defines The defines to update
  74275. * @param key The channel key "diffuse", "specular"... used in the shader
  74276. */
  74277. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74278. /**
  74279. * Binds a texture matrix value to its corrsponding uniform
  74280. * @param texture The texture to bind the matrix for
  74281. * @param uniformBuffer The uniform buffer receivin the data
  74282. * @param key The channel key "diffuse", "specular"... used in the shader
  74283. */
  74284. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74285. /**
  74286. * Gets the current status of the fog (should it be enabled?)
  74287. * @param mesh defines the mesh to evaluate for fog support
  74288. * @param scene defines the hosting scene
  74289. * @returns true if fog must be enabled
  74290. */
  74291. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74292. /**
  74293. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74294. * @param mesh defines the current mesh
  74295. * @param scene defines the current scene
  74296. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74297. * @param pointsCloud defines if point cloud rendering has to be turned on
  74298. * @param fogEnabled defines if fog has to be turned on
  74299. * @param alphaTest defines if alpha testing has to be turned on
  74300. * @param defines defines the current list of defines
  74301. */
  74302. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74303. /**
  74304. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74305. * @param scene defines the current scene
  74306. * @param engine defines the current engine
  74307. * @param defines specifies the list of active defines
  74308. * @param useInstances defines if instances have to be turned on
  74309. * @param useClipPlane defines if clip plane have to be turned on
  74310. */
  74311. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74312. /**
  74313. * Prepares the defines for bones
  74314. * @param mesh The mesh containing the geometry data we will draw
  74315. * @param defines The defines to update
  74316. */
  74317. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74318. /**
  74319. * Prepares the defines for morph targets
  74320. * @param mesh The mesh containing the geometry data we will draw
  74321. * @param defines The defines to update
  74322. */
  74323. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74324. /**
  74325. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74326. * @param mesh The mesh containing the geometry data we will draw
  74327. * @param defines The defines to update
  74328. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74329. * @param useBones Precise whether bones should be used or not (override mesh info)
  74330. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74331. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74332. * @returns false if defines are considered not dirty and have not been checked
  74333. */
  74334. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74335. /**
  74336. * Prepares the defines related to multiview
  74337. * @param scene The scene we are intending to draw
  74338. * @param defines The defines to update
  74339. */
  74340. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74341. /**
  74342. * Prepares the defines related to the light information passed in parameter
  74343. * @param scene The scene we are intending to draw
  74344. * @param mesh The mesh the effect is compiling for
  74345. * @param light The light the effect is compiling for
  74346. * @param lightIndex The index of the light
  74347. * @param defines The defines to update
  74348. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74349. * @param state Defines the current state regarding what is needed (normals, etc...)
  74350. */
  74351. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74352. needNormals: boolean;
  74353. needRebuild: boolean;
  74354. shadowEnabled: boolean;
  74355. specularEnabled: boolean;
  74356. lightmapMode: boolean;
  74357. }): void;
  74358. /**
  74359. * Prepares the defines related to the light information passed in parameter
  74360. * @param scene The scene we are intending to draw
  74361. * @param mesh The mesh the effect is compiling for
  74362. * @param defines The defines to update
  74363. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74364. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74365. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74366. * @returns true if normals will be required for the rest of the effect
  74367. */
  74368. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74369. /**
  74370. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74371. * @param lightIndex defines the light index
  74372. * @param uniformsList The uniform list
  74373. * @param samplersList The sampler list
  74374. * @param projectedLightTexture defines if projected texture must be used
  74375. * @param uniformBuffersList defines an optional list of uniform buffers
  74376. */
  74377. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74378. /**
  74379. * Prepares the uniforms and samplers list to be used in the effect
  74380. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74381. * @param samplersList The sampler list
  74382. * @param defines The defines helping in the list generation
  74383. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74384. */
  74385. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74386. /**
  74387. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74388. * @param defines The defines to update while falling back
  74389. * @param fallbacks The authorized effect fallbacks
  74390. * @param maxSimultaneousLights The maximum number of lights allowed
  74391. * @param rank the current rank of the Effect
  74392. * @returns The newly affected rank
  74393. */
  74394. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74395. private static _TmpMorphInfluencers;
  74396. /**
  74397. * Prepares the list of attributes required for morph targets according to the effect defines.
  74398. * @param attribs The current list of supported attribs
  74399. * @param mesh The mesh to prepare the morph targets attributes for
  74400. * @param influencers The number of influencers
  74401. */
  74402. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74403. /**
  74404. * Prepares the list of attributes required for morph targets according to the effect defines.
  74405. * @param attribs The current list of supported attribs
  74406. * @param mesh The mesh to prepare the morph targets attributes for
  74407. * @param defines The current Defines of the effect
  74408. */
  74409. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74410. /**
  74411. * Prepares the list of attributes required for bones according to the effect defines.
  74412. * @param attribs The current list of supported attribs
  74413. * @param mesh The mesh to prepare the bones attributes for
  74414. * @param defines The current Defines of the effect
  74415. * @param fallbacks The current efffect fallback strategy
  74416. */
  74417. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74418. /**
  74419. * Check and prepare the list of attributes required for instances according to the effect defines.
  74420. * @param attribs The current list of supported attribs
  74421. * @param defines The current MaterialDefines of the effect
  74422. */
  74423. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74424. /**
  74425. * Add the list of attributes required for instances to the attribs array.
  74426. * @param attribs The current list of supported attribs
  74427. */
  74428. static PushAttributesForInstances(attribs: string[]): void;
  74429. /**
  74430. * Binds the light shadow information to the effect for the given mesh.
  74431. * @param light The light containing the generator
  74432. * @param scene The scene the lights belongs to
  74433. * @param mesh The mesh we are binding the information to render
  74434. * @param lightIndex The light index in the effect used to render the mesh
  74435. * @param effect The effect we are binding the data to
  74436. */
  74437. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74438. /**
  74439. * Binds the light information to the effect.
  74440. * @param light The light containing the generator
  74441. * @param effect The effect we are binding the data to
  74442. * @param lightIndex The light index in the effect used to render
  74443. */
  74444. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74445. /**
  74446. * Binds the lights information from the scene to the effect for the given mesh.
  74447. * @param light Light to bind
  74448. * @param lightIndex Light index
  74449. * @param scene The scene where the light belongs to
  74450. * @param mesh The mesh we are binding the information to render
  74451. * @param effect The effect we are binding the data to
  74452. * @param useSpecular Defines if specular is supported
  74453. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74454. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74455. */
  74456. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74457. /**
  74458. * Binds the lights information from the scene to the effect for the given mesh.
  74459. * @param scene The scene the lights belongs to
  74460. * @param mesh The mesh we are binding the information to render
  74461. * @param effect The effect we are binding the data to
  74462. * @param defines The generated defines for the effect
  74463. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74464. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74465. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74466. */
  74467. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74468. private static _tempFogColor;
  74469. /**
  74470. * Binds the fog information from the scene to the effect for the given mesh.
  74471. * @param scene The scene the lights belongs to
  74472. * @param mesh The mesh we are binding the information to render
  74473. * @param effect The effect we are binding the data to
  74474. * @param linearSpace Defines if the fog effect is applied in linear space
  74475. */
  74476. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74477. /**
  74478. * Binds the bones information from the mesh to the effect.
  74479. * @param mesh The mesh we are binding the information to render
  74480. * @param effect The effect we are binding the data to
  74481. */
  74482. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74483. /**
  74484. * Binds the morph targets information from the mesh to the effect.
  74485. * @param abstractMesh The mesh we are binding the information to render
  74486. * @param effect The effect we are binding the data to
  74487. */
  74488. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74489. /**
  74490. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74491. * @param defines The generated defines used in the effect
  74492. * @param effect The effect we are binding the data to
  74493. * @param scene The scene we are willing to render with logarithmic scale for
  74494. */
  74495. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74496. /**
  74497. * Binds the clip plane information from the scene to the effect.
  74498. * @param scene The scene the clip plane information are extracted from
  74499. * @param effect The effect we are binding the data to
  74500. */
  74501. static BindClipPlane(effect: Effect, scene: Scene): void;
  74502. }
  74503. }
  74504. declare module BABYLON {
  74505. /** @hidden */
  74506. export var packingFunctions: {
  74507. name: string;
  74508. shader: string;
  74509. };
  74510. }
  74511. declare module BABYLON {
  74512. /** @hidden */
  74513. export var shadowMapPixelShader: {
  74514. name: string;
  74515. shader: string;
  74516. };
  74517. }
  74518. declare module BABYLON {
  74519. /** @hidden */
  74520. export var bonesDeclaration: {
  74521. name: string;
  74522. shader: string;
  74523. };
  74524. }
  74525. declare module BABYLON {
  74526. /** @hidden */
  74527. export var morphTargetsVertexGlobalDeclaration: {
  74528. name: string;
  74529. shader: string;
  74530. };
  74531. }
  74532. declare module BABYLON {
  74533. /** @hidden */
  74534. export var morphTargetsVertexDeclaration: {
  74535. name: string;
  74536. shader: string;
  74537. };
  74538. }
  74539. declare module BABYLON {
  74540. /** @hidden */
  74541. export var instancesDeclaration: {
  74542. name: string;
  74543. shader: string;
  74544. };
  74545. }
  74546. declare module BABYLON {
  74547. /** @hidden */
  74548. export var helperFunctions: {
  74549. name: string;
  74550. shader: string;
  74551. };
  74552. }
  74553. declare module BABYLON {
  74554. /** @hidden */
  74555. export var morphTargetsVertex: {
  74556. name: string;
  74557. shader: string;
  74558. };
  74559. }
  74560. declare module BABYLON {
  74561. /** @hidden */
  74562. export var instancesVertex: {
  74563. name: string;
  74564. shader: string;
  74565. };
  74566. }
  74567. declare module BABYLON {
  74568. /** @hidden */
  74569. export var bonesVertex: {
  74570. name: string;
  74571. shader: string;
  74572. };
  74573. }
  74574. declare module BABYLON {
  74575. /** @hidden */
  74576. export var shadowMapVertexShader: {
  74577. name: string;
  74578. shader: string;
  74579. };
  74580. }
  74581. declare module BABYLON {
  74582. /** @hidden */
  74583. export var depthBoxBlurPixelShader: {
  74584. name: string;
  74585. shader: string;
  74586. };
  74587. }
  74588. declare module BABYLON {
  74589. /**
  74590. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74591. */
  74592. export interface ICustomShaderOptions {
  74593. /**
  74594. * Gets or sets the custom shader name to use
  74595. */
  74596. shaderName: string;
  74597. /**
  74598. * The list of attribute names used in the shader
  74599. */
  74600. attributes?: string[];
  74601. /**
  74602. * The list of unifrom names used in the shader
  74603. */
  74604. uniforms?: string[];
  74605. /**
  74606. * The list of sampler names used in the shader
  74607. */
  74608. samplers?: string[];
  74609. /**
  74610. * The list of defines used in the shader
  74611. */
  74612. defines?: string[];
  74613. }
  74614. /**
  74615. * Interface to implement to create a shadow generator compatible with BJS.
  74616. */
  74617. export interface IShadowGenerator {
  74618. /**
  74619. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74620. * @returns The render target texture if present otherwise, null
  74621. */
  74622. getShadowMap(): Nullable<RenderTargetTexture>;
  74623. /**
  74624. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74625. * @returns The render target texture if the shadow map is present otherwise, null
  74626. */
  74627. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74628. /**
  74629. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74630. * @param subMesh The submesh we want to render in the shadow map
  74631. * @param useInstances Defines wether will draw in the map using instances
  74632. * @returns true if ready otherwise, false
  74633. */
  74634. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74635. /**
  74636. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74637. * @param defines Defines of the material we want to update
  74638. * @param lightIndex Index of the light in the enabled light list of the material
  74639. */
  74640. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74641. /**
  74642. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74643. * defined in the generator but impacting the effect).
  74644. * It implies the unifroms available on the materials are the standard BJS ones.
  74645. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74646. * @param effect The effect we are binfing the information for
  74647. */
  74648. bindShadowLight(lightIndex: string, effect: Effect): void;
  74649. /**
  74650. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74651. * (eq to shadow prjection matrix * light transform matrix)
  74652. * @returns The transform matrix used to create the shadow map
  74653. */
  74654. getTransformMatrix(): Matrix;
  74655. /**
  74656. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74657. * Cube and 2D textures for instance.
  74658. */
  74659. recreateShadowMap(): void;
  74660. /**
  74661. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74662. * @param onCompiled Callback triggered at the and of the effects compilation
  74663. * @param options Sets of optional options forcing the compilation with different modes
  74664. */
  74665. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74666. useInstances: boolean;
  74667. }>): void;
  74668. /**
  74669. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74670. * @param options Sets of optional options forcing the compilation with different modes
  74671. * @returns A promise that resolves when the compilation completes
  74672. */
  74673. forceCompilationAsync(options?: Partial<{
  74674. useInstances: boolean;
  74675. }>): Promise<void>;
  74676. /**
  74677. * Serializes the shadow generator setup to a json object.
  74678. * @returns The serialized JSON object
  74679. */
  74680. serialize(): any;
  74681. /**
  74682. * Disposes the Shadow map and related Textures and effects.
  74683. */
  74684. dispose(): void;
  74685. }
  74686. /**
  74687. * Default implementation IShadowGenerator.
  74688. * This is the main object responsible of generating shadows in the framework.
  74689. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74690. */
  74691. export class ShadowGenerator implements IShadowGenerator {
  74692. /**
  74693. * Shadow generator mode None: no filtering applied.
  74694. */
  74695. static readonly FILTER_NONE: number;
  74696. /**
  74697. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74698. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74699. */
  74700. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74701. /**
  74702. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74703. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74704. */
  74705. static readonly FILTER_POISSONSAMPLING: number;
  74706. /**
  74707. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74708. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74709. */
  74710. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74711. /**
  74712. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74713. * edge artifacts on steep falloff.
  74714. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74715. */
  74716. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74717. /**
  74718. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74719. * edge artifacts on steep falloff.
  74720. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74721. */
  74722. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74723. /**
  74724. * Shadow generator mode PCF: Percentage Closer Filtering
  74725. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74726. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74727. */
  74728. static readonly FILTER_PCF: number;
  74729. /**
  74730. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74731. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74732. * Contact Hardening
  74733. */
  74734. static readonly FILTER_PCSS: number;
  74735. /**
  74736. * Reserved for PCF and PCSS
  74737. * Highest Quality.
  74738. *
  74739. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74740. *
  74741. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74742. */
  74743. static readonly QUALITY_HIGH: number;
  74744. /**
  74745. * Reserved for PCF and PCSS
  74746. * Good tradeoff for quality/perf cross devices
  74747. *
  74748. * Execute PCF on a 3*3 kernel.
  74749. *
  74750. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74751. */
  74752. static readonly QUALITY_MEDIUM: number;
  74753. /**
  74754. * Reserved for PCF and PCSS
  74755. * The lowest quality but the fastest.
  74756. *
  74757. * Execute PCF on a 1*1 kernel.
  74758. *
  74759. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74760. */
  74761. static readonly QUALITY_LOW: number;
  74762. /** Gets or sets the custom shader name to use */
  74763. customShaderOptions: ICustomShaderOptions;
  74764. /**
  74765. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74766. */
  74767. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74768. /**
  74769. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74770. */
  74771. onAfterShadowMapRenderObservable: Observable<Effect>;
  74772. /**
  74773. * Observable triggered before a mesh is rendered in the shadow map.
  74774. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74775. */
  74776. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74777. /**
  74778. * Observable triggered after a mesh is rendered in the shadow map.
  74779. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74780. */
  74781. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74782. private _bias;
  74783. /**
  74784. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74785. */
  74786. /**
  74787. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74788. */
  74789. bias: number;
  74790. private _normalBias;
  74791. /**
  74792. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74793. */
  74794. /**
  74795. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74796. */
  74797. normalBias: number;
  74798. private _blurBoxOffset;
  74799. /**
  74800. * Gets the blur box offset: offset applied during the blur pass.
  74801. * Only useful if useKernelBlur = false
  74802. */
  74803. /**
  74804. * Sets the blur box offset: offset applied during the blur pass.
  74805. * Only useful if useKernelBlur = false
  74806. */
  74807. blurBoxOffset: number;
  74808. private _blurScale;
  74809. /**
  74810. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74811. * 2 means half of the size.
  74812. */
  74813. /**
  74814. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74815. * 2 means half of the size.
  74816. */
  74817. blurScale: number;
  74818. private _blurKernel;
  74819. /**
  74820. * Gets the blur kernel: kernel size of the blur pass.
  74821. * Only useful if useKernelBlur = true
  74822. */
  74823. /**
  74824. * Sets the blur kernel: kernel size of the blur pass.
  74825. * Only useful if useKernelBlur = true
  74826. */
  74827. blurKernel: number;
  74828. private _useKernelBlur;
  74829. /**
  74830. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74831. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74832. */
  74833. /**
  74834. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74835. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74836. */
  74837. useKernelBlur: boolean;
  74838. private _depthScale;
  74839. /**
  74840. * Gets the depth scale used in ESM mode.
  74841. */
  74842. /**
  74843. * Sets the depth scale used in ESM mode.
  74844. * This can override the scale stored on the light.
  74845. */
  74846. depthScale: number;
  74847. private _filter;
  74848. /**
  74849. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74850. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74851. */
  74852. /**
  74853. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74854. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74855. */
  74856. filter: number;
  74857. /**
  74858. * Gets if the current filter is set to Poisson Sampling.
  74859. */
  74860. /**
  74861. * Sets the current filter to Poisson Sampling.
  74862. */
  74863. usePoissonSampling: boolean;
  74864. /**
  74865. * Gets if the current filter is set to ESM.
  74866. */
  74867. /**
  74868. * Sets the current filter is to ESM.
  74869. */
  74870. useExponentialShadowMap: boolean;
  74871. /**
  74872. * Gets if the current filter is set to filtered ESM.
  74873. */
  74874. /**
  74875. * Gets if the current filter is set to filtered ESM.
  74876. */
  74877. useBlurExponentialShadowMap: boolean;
  74878. /**
  74879. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74880. * exponential to prevent steep falloff artifacts).
  74881. */
  74882. /**
  74883. * Sets the current filter to "close ESM" (using the inverse of the
  74884. * exponential to prevent steep falloff artifacts).
  74885. */
  74886. useCloseExponentialShadowMap: boolean;
  74887. /**
  74888. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74889. * exponential to prevent steep falloff artifacts).
  74890. */
  74891. /**
  74892. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74893. * exponential to prevent steep falloff artifacts).
  74894. */
  74895. useBlurCloseExponentialShadowMap: boolean;
  74896. /**
  74897. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74898. */
  74899. /**
  74900. * Sets the current filter to "PCF" (percentage closer filtering).
  74901. */
  74902. usePercentageCloserFiltering: boolean;
  74903. private _filteringQuality;
  74904. /**
  74905. * Gets the PCF or PCSS Quality.
  74906. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74907. */
  74908. /**
  74909. * Sets the PCF or PCSS Quality.
  74910. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74911. */
  74912. filteringQuality: number;
  74913. /**
  74914. * Gets if the current filter is set to "PCSS" (contact hardening).
  74915. */
  74916. /**
  74917. * Sets the current filter to "PCSS" (contact hardening).
  74918. */
  74919. useContactHardeningShadow: boolean;
  74920. private _contactHardeningLightSizeUVRatio;
  74921. /**
  74922. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74923. * Using a ratio helps keeping shape stability independently of the map size.
  74924. *
  74925. * It does not account for the light projection as it was having too much
  74926. * instability during the light setup or during light position changes.
  74927. *
  74928. * Only valid if useContactHardeningShadow is true.
  74929. */
  74930. /**
  74931. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74932. * Using a ratio helps keeping shape stability independently of the map size.
  74933. *
  74934. * It does not account for the light projection as it was having too much
  74935. * instability during the light setup or during light position changes.
  74936. *
  74937. * Only valid if useContactHardeningShadow is true.
  74938. */
  74939. contactHardeningLightSizeUVRatio: number;
  74940. private _darkness;
  74941. /** Gets or sets the actual darkness of a shadow */
  74942. darkness: number;
  74943. /**
  74944. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74945. * 0 means strongest and 1 would means no shadow.
  74946. * @returns the darkness.
  74947. */
  74948. getDarkness(): number;
  74949. /**
  74950. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74951. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74952. * @returns the shadow generator allowing fluent coding.
  74953. */
  74954. setDarkness(darkness: number): ShadowGenerator;
  74955. private _transparencyShadow;
  74956. /** Gets or sets the ability to have transparent shadow */
  74957. transparencyShadow: boolean;
  74958. /**
  74959. * Sets the ability to have transparent shadow (boolean).
  74960. * @param transparent True if transparent else False
  74961. * @returns the shadow generator allowing fluent coding
  74962. */
  74963. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74964. private _shadowMap;
  74965. private _shadowMap2;
  74966. /**
  74967. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74968. * @returns The render target texture if present otherwise, null
  74969. */
  74970. getShadowMap(): Nullable<RenderTargetTexture>;
  74971. /**
  74972. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74973. * @returns The render target texture if the shadow map is present otherwise, null
  74974. */
  74975. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74976. /**
  74977. * Gets the class name of that object
  74978. * @returns "ShadowGenerator"
  74979. */
  74980. getClassName(): string;
  74981. /**
  74982. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74983. * @param mesh Mesh to add
  74984. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74985. * @returns the Shadow Generator itself
  74986. */
  74987. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74988. /**
  74989. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74990. * @param mesh Mesh to remove
  74991. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74992. * @returns the Shadow Generator itself
  74993. */
  74994. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74995. /**
  74996. * Controls the extent to which the shadows fade out at the edge of the frustum
  74997. * Used only by directionals and spots
  74998. */
  74999. frustumEdgeFalloff: number;
  75000. private _light;
  75001. /**
  75002. * Returns the associated light object.
  75003. * @returns the light generating the shadow
  75004. */
  75005. getLight(): IShadowLight;
  75006. /**
  75007. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75008. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75009. * It might on the other hand introduce peter panning.
  75010. */
  75011. forceBackFacesOnly: boolean;
  75012. private _scene;
  75013. private _lightDirection;
  75014. private _effect;
  75015. private _viewMatrix;
  75016. private _projectionMatrix;
  75017. private _transformMatrix;
  75018. private _cachedPosition;
  75019. private _cachedDirection;
  75020. private _cachedDefines;
  75021. private _currentRenderID;
  75022. private _boxBlurPostprocess;
  75023. private _kernelBlurXPostprocess;
  75024. private _kernelBlurYPostprocess;
  75025. private _blurPostProcesses;
  75026. private _mapSize;
  75027. private _currentFaceIndex;
  75028. private _currentFaceIndexCache;
  75029. private _textureType;
  75030. private _defaultTextureMatrix;
  75031. /** @hidden */
  75032. static _SceneComponentInitialization: (scene: Scene) => void;
  75033. /**
  75034. * Creates a ShadowGenerator object.
  75035. * A ShadowGenerator is the required tool to use the shadows.
  75036. * Each light casting shadows needs to use its own ShadowGenerator.
  75037. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75038. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75039. * @param light The light object generating the shadows.
  75040. * @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.
  75041. */
  75042. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75043. private _initializeGenerator;
  75044. private _initializeShadowMap;
  75045. private _initializeBlurRTTAndPostProcesses;
  75046. private _renderForShadowMap;
  75047. private _renderSubMeshForShadowMap;
  75048. private _applyFilterValues;
  75049. /**
  75050. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75051. * @param onCompiled Callback triggered at the and of the effects compilation
  75052. * @param options Sets of optional options forcing the compilation with different modes
  75053. */
  75054. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75055. useInstances: boolean;
  75056. }>): void;
  75057. /**
  75058. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75059. * @param options Sets of optional options forcing the compilation with different modes
  75060. * @returns A promise that resolves when the compilation completes
  75061. */
  75062. forceCompilationAsync(options?: Partial<{
  75063. useInstances: boolean;
  75064. }>): Promise<void>;
  75065. /**
  75066. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75067. * @param subMesh The submesh we want to render in the shadow map
  75068. * @param useInstances Defines wether will draw in the map using instances
  75069. * @returns true if ready otherwise, false
  75070. */
  75071. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75072. /**
  75073. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75074. * @param defines Defines of the material we want to update
  75075. * @param lightIndex Index of the light in the enabled light list of the material
  75076. */
  75077. prepareDefines(defines: any, lightIndex: number): void;
  75078. /**
  75079. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75080. * defined in the generator but impacting the effect).
  75081. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75082. * @param effect The effect we are binfing the information for
  75083. */
  75084. bindShadowLight(lightIndex: string, effect: Effect): void;
  75085. /**
  75086. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75087. * (eq to shadow prjection matrix * light transform matrix)
  75088. * @returns The transform matrix used to create the shadow map
  75089. */
  75090. getTransformMatrix(): Matrix;
  75091. /**
  75092. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75093. * Cube and 2D textures for instance.
  75094. */
  75095. recreateShadowMap(): void;
  75096. private _disposeBlurPostProcesses;
  75097. private _disposeRTTandPostProcesses;
  75098. /**
  75099. * Disposes the ShadowGenerator.
  75100. * Returns nothing.
  75101. */
  75102. dispose(): void;
  75103. /**
  75104. * Serializes the shadow generator setup to a json object.
  75105. * @returns The serialized JSON object
  75106. */
  75107. serialize(): any;
  75108. /**
  75109. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75110. * @param parsedShadowGenerator The JSON object to parse
  75111. * @param scene The scene to create the shadow map for
  75112. * @returns The parsed shadow generator
  75113. */
  75114. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75115. }
  75116. }
  75117. declare module BABYLON {
  75118. /**
  75119. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75120. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75121. * 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.
  75122. */
  75123. export abstract class Light extends Node {
  75124. /**
  75125. * Falloff Default: light is falling off following the material specification:
  75126. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75127. */
  75128. static readonly FALLOFF_DEFAULT: number;
  75129. /**
  75130. * Falloff Physical: light is falling off following the inverse squared distance law.
  75131. */
  75132. static readonly FALLOFF_PHYSICAL: number;
  75133. /**
  75134. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75135. * to enhance interoperability with other engines.
  75136. */
  75137. static readonly FALLOFF_GLTF: number;
  75138. /**
  75139. * Falloff Standard: light is falling off like in the standard material
  75140. * to enhance interoperability with other materials.
  75141. */
  75142. static readonly FALLOFF_STANDARD: number;
  75143. /**
  75144. * If every light affecting the material is in this lightmapMode,
  75145. * material.lightmapTexture adds or multiplies
  75146. * (depends on material.useLightmapAsShadowmap)
  75147. * after every other light calculations.
  75148. */
  75149. static readonly LIGHTMAP_DEFAULT: number;
  75150. /**
  75151. * material.lightmapTexture as only diffuse lighting from this light
  75152. * adds only specular lighting from this light
  75153. * adds dynamic shadows
  75154. */
  75155. static readonly LIGHTMAP_SPECULAR: number;
  75156. /**
  75157. * material.lightmapTexture as only lighting
  75158. * no light calculation from this light
  75159. * only adds dynamic shadows from this light
  75160. */
  75161. static readonly LIGHTMAP_SHADOWSONLY: number;
  75162. /**
  75163. * Each light type uses the default quantity according to its type:
  75164. * point/spot lights use luminous intensity
  75165. * directional lights use illuminance
  75166. */
  75167. static readonly INTENSITYMODE_AUTOMATIC: number;
  75168. /**
  75169. * lumen (lm)
  75170. */
  75171. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75172. /**
  75173. * candela (lm/sr)
  75174. */
  75175. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75176. /**
  75177. * lux (lm/m^2)
  75178. */
  75179. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75180. /**
  75181. * nit (cd/m^2)
  75182. */
  75183. static readonly INTENSITYMODE_LUMINANCE: number;
  75184. /**
  75185. * Light type const id of the point light.
  75186. */
  75187. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75188. /**
  75189. * Light type const id of the directional light.
  75190. */
  75191. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75192. /**
  75193. * Light type const id of the spot light.
  75194. */
  75195. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75196. /**
  75197. * Light type const id of the hemispheric light.
  75198. */
  75199. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75200. /**
  75201. * Diffuse gives the basic color to an object.
  75202. */
  75203. diffuse: Color3;
  75204. /**
  75205. * Specular produces a highlight color on an object.
  75206. * Note: This is note affecting PBR materials.
  75207. */
  75208. specular: Color3;
  75209. /**
  75210. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75211. * falling off base on range or angle.
  75212. * This can be set to any values in Light.FALLOFF_x.
  75213. *
  75214. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75215. * other types of materials.
  75216. */
  75217. falloffType: number;
  75218. /**
  75219. * Strength of the light.
  75220. * Note: By default it is define in the framework own unit.
  75221. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75222. */
  75223. intensity: number;
  75224. private _range;
  75225. protected _inverseSquaredRange: number;
  75226. /**
  75227. * Defines how far from the source the light is impacting in scene units.
  75228. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75229. */
  75230. /**
  75231. * Defines how far from the source the light is impacting in scene units.
  75232. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75233. */
  75234. range: number;
  75235. /**
  75236. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75237. * of light.
  75238. */
  75239. private _photometricScale;
  75240. private _intensityMode;
  75241. /**
  75242. * Gets the photometric scale used to interpret the intensity.
  75243. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75244. */
  75245. /**
  75246. * Sets the photometric scale used to interpret the intensity.
  75247. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75248. */
  75249. intensityMode: number;
  75250. private _radius;
  75251. /**
  75252. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75253. */
  75254. /**
  75255. * sets the light radius used by PBR Materials to simulate soft area lights.
  75256. */
  75257. radius: number;
  75258. private _renderPriority;
  75259. /**
  75260. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75261. * exceeding the number allowed of the materials.
  75262. */
  75263. renderPriority: number;
  75264. private _shadowEnabled;
  75265. /**
  75266. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75267. * the current shadow generator.
  75268. */
  75269. /**
  75270. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75271. * the current shadow generator.
  75272. */
  75273. shadowEnabled: boolean;
  75274. private _includedOnlyMeshes;
  75275. /**
  75276. * Gets the only meshes impacted by this light.
  75277. */
  75278. /**
  75279. * Sets the only meshes impacted by this light.
  75280. */
  75281. includedOnlyMeshes: AbstractMesh[];
  75282. private _excludedMeshes;
  75283. /**
  75284. * Gets the meshes not impacted by this light.
  75285. */
  75286. /**
  75287. * Sets the meshes not impacted by this light.
  75288. */
  75289. excludedMeshes: AbstractMesh[];
  75290. private _excludeWithLayerMask;
  75291. /**
  75292. * Gets the layer id use to find what meshes are not impacted by the light.
  75293. * Inactive if 0
  75294. */
  75295. /**
  75296. * Sets the layer id use to find what meshes are not impacted by the light.
  75297. * Inactive if 0
  75298. */
  75299. excludeWithLayerMask: number;
  75300. private _includeOnlyWithLayerMask;
  75301. /**
  75302. * Gets the layer id use to find what meshes are impacted by the light.
  75303. * Inactive if 0
  75304. */
  75305. /**
  75306. * Sets the layer id use to find what meshes are impacted by the light.
  75307. * Inactive if 0
  75308. */
  75309. includeOnlyWithLayerMask: number;
  75310. private _lightmapMode;
  75311. /**
  75312. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75313. */
  75314. /**
  75315. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75316. */
  75317. lightmapMode: number;
  75318. /**
  75319. * Shadow generator associted to the light.
  75320. * @hidden Internal use only.
  75321. */
  75322. _shadowGenerator: Nullable<IShadowGenerator>;
  75323. /**
  75324. * @hidden Internal use only.
  75325. */
  75326. _excludedMeshesIds: string[];
  75327. /**
  75328. * @hidden Internal use only.
  75329. */
  75330. _includedOnlyMeshesIds: string[];
  75331. /**
  75332. * The current light unifom buffer.
  75333. * @hidden Internal use only.
  75334. */
  75335. _uniformBuffer: UniformBuffer;
  75336. /**
  75337. * Creates a Light object in the scene.
  75338. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75339. * @param name The firendly name of the light
  75340. * @param scene The scene the light belongs too
  75341. */
  75342. constructor(name: string, scene: Scene);
  75343. protected abstract _buildUniformLayout(): void;
  75344. /**
  75345. * Sets the passed Effect "effect" with the Light information.
  75346. * @param effect The effect to update
  75347. * @param lightIndex The index of the light in the effect to update
  75348. * @returns The light
  75349. */
  75350. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75351. /**
  75352. * Sets the passed Effect "effect" with the Light information.
  75353. * @param effect The effect to update
  75354. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75355. * @returns The light
  75356. */
  75357. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75358. /**
  75359. * Returns the string "Light".
  75360. * @returns the class name
  75361. */
  75362. getClassName(): string;
  75363. /** @hidden */
  75364. readonly _isLight: boolean;
  75365. /**
  75366. * Converts the light information to a readable string for debug purpose.
  75367. * @param fullDetails Supports for multiple levels of logging within scene loading
  75368. * @returns the human readable light info
  75369. */
  75370. toString(fullDetails?: boolean): string;
  75371. /** @hidden */
  75372. protected _syncParentEnabledState(): void;
  75373. /**
  75374. * Set the enabled state of this node.
  75375. * @param value - the new enabled state
  75376. */
  75377. setEnabled(value: boolean): void;
  75378. /**
  75379. * Returns the Light associated shadow generator if any.
  75380. * @return the associated shadow generator.
  75381. */
  75382. getShadowGenerator(): Nullable<IShadowGenerator>;
  75383. /**
  75384. * Returns a Vector3, the absolute light position in the World.
  75385. * @returns the world space position of the light
  75386. */
  75387. getAbsolutePosition(): Vector3;
  75388. /**
  75389. * Specifies if the light will affect the passed mesh.
  75390. * @param mesh The mesh to test against the light
  75391. * @return true the mesh is affected otherwise, false.
  75392. */
  75393. canAffectMesh(mesh: AbstractMesh): boolean;
  75394. /**
  75395. * Sort function to order lights for rendering.
  75396. * @param a First Light object to compare to second.
  75397. * @param b Second Light object to compare first.
  75398. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75399. */
  75400. static CompareLightsPriority(a: Light, b: Light): number;
  75401. /**
  75402. * Releases resources associated with this node.
  75403. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75404. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75405. */
  75406. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75407. /**
  75408. * Returns the light type ID (integer).
  75409. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75410. */
  75411. getTypeID(): number;
  75412. /**
  75413. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75414. * @returns the scaled intensity in intensity mode unit
  75415. */
  75416. getScaledIntensity(): number;
  75417. /**
  75418. * Returns a new Light object, named "name", from the current one.
  75419. * @param name The name of the cloned light
  75420. * @returns the new created light
  75421. */
  75422. clone(name: string): Nullable<Light>;
  75423. /**
  75424. * Serializes the current light into a Serialization object.
  75425. * @returns the serialized object.
  75426. */
  75427. serialize(): any;
  75428. /**
  75429. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75430. * This new light is named "name" and added to the passed scene.
  75431. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75432. * @param name The friendly name of the light
  75433. * @param scene The scene the new light will belong to
  75434. * @returns the constructor function
  75435. */
  75436. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75437. /**
  75438. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75439. * @param parsedLight The JSON representation of the light
  75440. * @param scene The scene to create the parsed light in
  75441. * @returns the created light after parsing
  75442. */
  75443. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75444. private _hookArrayForExcluded;
  75445. private _hookArrayForIncludedOnly;
  75446. private _resyncMeshes;
  75447. /**
  75448. * Forces the meshes to update their light related information in their rendering used effects
  75449. * @hidden Internal Use Only
  75450. */
  75451. _markMeshesAsLightDirty(): void;
  75452. /**
  75453. * Recomputes the cached photometric scale if needed.
  75454. */
  75455. private _computePhotometricScale;
  75456. /**
  75457. * Returns the Photometric Scale according to the light type and intensity mode.
  75458. */
  75459. private _getPhotometricScale;
  75460. /**
  75461. * Reorder the light in the scene according to their defined priority.
  75462. * @hidden Internal Use Only
  75463. */
  75464. _reorderLightsInScene(): void;
  75465. /**
  75466. * Prepares the list of defines specific to the light type.
  75467. * @param defines the list of defines
  75468. * @param lightIndex defines the index of the light for the effect
  75469. */
  75470. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75471. }
  75472. }
  75473. declare module BABYLON {
  75474. /**
  75475. * Interface used to define Action
  75476. */
  75477. export interface IAction {
  75478. /**
  75479. * Trigger for the action
  75480. */
  75481. trigger: number;
  75482. /** Options of the trigger */
  75483. triggerOptions: any;
  75484. /**
  75485. * Gets the trigger parameters
  75486. * @returns the trigger parameters
  75487. */
  75488. getTriggerParameter(): any;
  75489. /**
  75490. * Internal only - executes current action event
  75491. * @hidden
  75492. */
  75493. _executeCurrent(evt?: ActionEvent): void;
  75494. /**
  75495. * Serialize placeholder for child classes
  75496. * @param parent of child
  75497. * @returns the serialized object
  75498. */
  75499. serialize(parent: any): any;
  75500. /**
  75501. * Internal only
  75502. * @hidden
  75503. */
  75504. _prepare(): void;
  75505. /**
  75506. * Internal only - manager for action
  75507. * @hidden
  75508. */
  75509. _actionManager: AbstractActionManager;
  75510. /**
  75511. * Adds action to chain of actions, may be a DoNothingAction
  75512. * @param action defines the next action to execute
  75513. * @returns The action passed in
  75514. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75515. */
  75516. then(action: IAction): IAction;
  75517. }
  75518. /**
  75519. * The action to be carried out following a trigger
  75520. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75521. */
  75522. export class Action implements IAction {
  75523. /** the trigger, with or without parameters, for the action */
  75524. triggerOptions: any;
  75525. /**
  75526. * Trigger for the action
  75527. */
  75528. trigger: number;
  75529. /**
  75530. * Internal only - manager for action
  75531. * @hidden
  75532. */
  75533. _actionManager: ActionManager;
  75534. private _nextActiveAction;
  75535. private _child;
  75536. private _condition?;
  75537. private _triggerParameter;
  75538. /**
  75539. * An event triggered prior to action being executed.
  75540. */
  75541. onBeforeExecuteObservable: Observable<Action>;
  75542. /**
  75543. * Creates a new Action
  75544. * @param triggerOptions the trigger, with or without parameters, for the action
  75545. * @param condition an optional determinant of action
  75546. */
  75547. constructor(
  75548. /** the trigger, with or without parameters, for the action */
  75549. triggerOptions: any, condition?: Condition);
  75550. /**
  75551. * Internal only
  75552. * @hidden
  75553. */
  75554. _prepare(): void;
  75555. /**
  75556. * Gets the trigger parameters
  75557. * @returns the trigger parameters
  75558. */
  75559. getTriggerParameter(): any;
  75560. /**
  75561. * Internal only - executes current action event
  75562. * @hidden
  75563. */
  75564. _executeCurrent(evt?: ActionEvent): void;
  75565. /**
  75566. * Execute placeholder for child classes
  75567. * @param evt optional action event
  75568. */
  75569. execute(evt?: ActionEvent): void;
  75570. /**
  75571. * Skips to next active action
  75572. */
  75573. skipToNextActiveAction(): void;
  75574. /**
  75575. * Adds action to chain of actions, may be a DoNothingAction
  75576. * @param action defines the next action to execute
  75577. * @returns The action passed in
  75578. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75579. */
  75580. then(action: Action): Action;
  75581. /**
  75582. * Internal only
  75583. * @hidden
  75584. */
  75585. _getProperty(propertyPath: string): string;
  75586. /**
  75587. * Internal only
  75588. * @hidden
  75589. */
  75590. _getEffectiveTarget(target: any, propertyPath: string): any;
  75591. /**
  75592. * Serialize placeholder for child classes
  75593. * @param parent of child
  75594. * @returns the serialized object
  75595. */
  75596. serialize(parent: any): any;
  75597. /**
  75598. * Internal only called by serialize
  75599. * @hidden
  75600. */
  75601. protected _serialize(serializedAction: any, parent?: any): any;
  75602. /**
  75603. * Internal only
  75604. * @hidden
  75605. */
  75606. static _SerializeValueAsString: (value: any) => string;
  75607. /**
  75608. * Internal only
  75609. * @hidden
  75610. */
  75611. static _GetTargetProperty: (target: Node | Scene) => {
  75612. name: string;
  75613. targetType: string;
  75614. value: string;
  75615. };
  75616. }
  75617. }
  75618. declare module BABYLON {
  75619. /**
  75620. * A Condition applied to an Action
  75621. */
  75622. export class Condition {
  75623. /**
  75624. * Internal only - manager for action
  75625. * @hidden
  75626. */
  75627. _actionManager: ActionManager;
  75628. /**
  75629. * Internal only
  75630. * @hidden
  75631. */
  75632. _evaluationId: number;
  75633. /**
  75634. * Internal only
  75635. * @hidden
  75636. */
  75637. _currentResult: boolean;
  75638. /**
  75639. * Creates a new Condition
  75640. * @param actionManager the manager of the action the condition is applied to
  75641. */
  75642. constructor(actionManager: ActionManager);
  75643. /**
  75644. * Check if the current condition is valid
  75645. * @returns a boolean
  75646. */
  75647. isValid(): boolean;
  75648. /**
  75649. * Internal only
  75650. * @hidden
  75651. */
  75652. _getProperty(propertyPath: string): string;
  75653. /**
  75654. * Internal only
  75655. * @hidden
  75656. */
  75657. _getEffectiveTarget(target: any, propertyPath: string): any;
  75658. /**
  75659. * Serialize placeholder for child classes
  75660. * @returns the serialized object
  75661. */
  75662. serialize(): any;
  75663. /**
  75664. * Internal only
  75665. * @hidden
  75666. */
  75667. protected _serialize(serializedCondition: any): any;
  75668. }
  75669. /**
  75670. * Defines specific conditional operators as extensions of Condition
  75671. */
  75672. export class ValueCondition extends Condition {
  75673. /** path to specify the property of the target the conditional operator uses */
  75674. propertyPath: string;
  75675. /** the value compared by the conditional operator against the current value of the property */
  75676. value: any;
  75677. /** the conditional operator, default ValueCondition.IsEqual */
  75678. operator: number;
  75679. /**
  75680. * Internal only
  75681. * @hidden
  75682. */
  75683. private static _IsEqual;
  75684. /**
  75685. * Internal only
  75686. * @hidden
  75687. */
  75688. private static _IsDifferent;
  75689. /**
  75690. * Internal only
  75691. * @hidden
  75692. */
  75693. private static _IsGreater;
  75694. /**
  75695. * Internal only
  75696. * @hidden
  75697. */
  75698. private static _IsLesser;
  75699. /**
  75700. * returns the number for IsEqual
  75701. */
  75702. static readonly IsEqual: number;
  75703. /**
  75704. * Returns the number for IsDifferent
  75705. */
  75706. static readonly IsDifferent: number;
  75707. /**
  75708. * Returns the number for IsGreater
  75709. */
  75710. static readonly IsGreater: number;
  75711. /**
  75712. * Returns the number for IsLesser
  75713. */
  75714. static readonly IsLesser: number;
  75715. /**
  75716. * Internal only The action manager for the condition
  75717. * @hidden
  75718. */
  75719. _actionManager: ActionManager;
  75720. /**
  75721. * Internal only
  75722. * @hidden
  75723. */
  75724. private _target;
  75725. /**
  75726. * Internal only
  75727. * @hidden
  75728. */
  75729. private _effectiveTarget;
  75730. /**
  75731. * Internal only
  75732. * @hidden
  75733. */
  75734. private _property;
  75735. /**
  75736. * Creates a new ValueCondition
  75737. * @param actionManager manager for the action the condition applies to
  75738. * @param target for the action
  75739. * @param propertyPath path to specify the property of the target the conditional operator uses
  75740. * @param value the value compared by the conditional operator against the current value of the property
  75741. * @param operator the conditional operator, default ValueCondition.IsEqual
  75742. */
  75743. constructor(actionManager: ActionManager, target: any,
  75744. /** path to specify the property of the target the conditional operator uses */
  75745. propertyPath: string,
  75746. /** the value compared by the conditional operator against the current value of the property */
  75747. value: any,
  75748. /** the conditional operator, default ValueCondition.IsEqual */
  75749. operator?: number);
  75750. /**
  75751. * Compares the given value with the property value for the specified conditional operator
  75752. * @returns the result of the comparison
  75753. */
  75754. isValid(): boolean;
  75755. /**
  75756. * Serialize the ValueCondition into a JSON compatible object
  75757. * @returns serialization object
  75758. */
  75759. serialize(): any;
  75760. /**
  75761. * Gets the name of the conditional operator for the ValueCondition
  75762. * @param operator the conditional operator
  75763. * @returns the name
  75764. */
  75765. static GetOperatorName(operator: number): string;
  75766. }
  75767. /**
  75768. * Defines a predicate condition as an extension of Condition
  75769. */
  75770. export class PredicateCondition extends Condition {
  75771. /** defines the predicate function used to validate the condition */
  75772. predicate: () => boolean;
  75773. /**
  75774. * Internal only - manager for action
  75775. * @hidden
  75776. */
  75777. _actionManager: ActionManager;
  75778. /**
  75779. * Creates a new PredicateCondition
  75780. * @param actionManager manager for the action the condition applies to
  75781. * @param predicate defines the predicate function used to validate the condition
  75782. */
  75783. constructor(actionManager: ActionManager,
  75784. /** defines the predicate function used to validate the condition */
  75785. predicate: () => boolean);
  75786. /**
  75787. * @returns the validity of the predicate condition
  75788. */
  75789. isValid(): boolean;
  75790. }
  75791. /**
  75792. * Defines a state condition as an extension of Condition
  75793. */
  75794. export class StateCondition extends Condition {
  75795. /** Value to compare with target state */
  75796. value: string;
  75797. /**
  75798. * Internal only - manager for action
  75799. * @hidden
  75800. */
  75801. _actionManager: ActionManager;
  75802. /**
  75803. * Internal only
  75804. * @hidden
  75805. */
  75806. private _target;
  75807. /**
  75808. * Creates a new StateCondition
  75809. * @param actionManager manager for the action the condition applies to
  75810. * @param target of the condition
  75811. * @param value to compare with target state
  75812. */
  75813. constructor(actionManager: ActionManager, target: any,
  75814. /** Value to compare with target state */
  75815. value: string);
  75816. /**
  75817. * Gets a boolean indicating if the current condition is met
  75818. * @returns the validity of the state
  75819. */
  75820. isValid(): boolean;
  75821. /**
  75822. * Serialize the StateCondition into a JSON compatible object
  75823. * @returns serialization object
  75824. */
  75825. serialize(): any;
  75826. }
  75827. }
  75828. declare module BABYLON {
  75829. /**
  75830. * This defines an action responsible to toggle a boolean once triggered.
  75831. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75832. */
  75833. export class SwitchBooleanAction extends Action {
  75834. /**
  75835. * The path to the boolean property in the target object
  75836. */
  75837. propertyPath: string;
  75838. private _target;
  75839. private _effectiveTarget;
  75840. private _property;
  75841. /**
  75842. * Instantiate the action
  75843. * @param triggerOptions defines the trigger options
  75844. * @param target defines the object containing the boolean
  75845. * @param propertyPath defines the path to the boolean property in the target object
  75846. * @param condition defines the trigger related conditions
  75847. */
  75848. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75849. /** @hidden */
  75850. _prepare(): void;
  75851. /**
  75852. * Execute the action toggle the boolean value.
  75853. */
  75854. execute(): void;
  75855. /**
  75856. * Serializes the actions and its related information.
  75857. * @param parent defines the object to serialize in
  75858. * @returns the serialized object
  75859. */
  75860. serialize(parent: any): any;
  75861. }
  75862. /**
  75863. * This defines an action responsible to set a the state field of the target
  75864. * to a desired value once triggered.
  75865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75866. */
  75867. export class SetStateAction extends Action {
  75868. /**
  75869. * The value to store in the state field.
  75870. */
  75871. value: string;
  75872. private _target;
  75873. /**
  75874. * Instantiate the action
  75875. * @param triggerOptions defines the trigger options
  75876. * @param target defines the object containing the state property
  75877. * @param value defines the value to store in the state field
  75878. * @param condition defines the trigger related conditions
  75879. */
  75880. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75881. /**
  75882. * Execute the action and store the value on the target state property.
  75883. */
  75884. execute(): void;
  75885. /**
  75886. * Serializes the actions and its related information.
  75887. * @param parent defines the object to serialize in
  75888. * @returns the serialized object
  75889. */
  75890. serialize(parent: any): any;
  75891. }
  75892. /**
  75893. * This defines an action responsible to set a property of the target
  75894. * to a desired value once triggered.
  75895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75896. */
  75897. export class SetValueAction extends Action {
  75898. /**
  75899. * The path of the property to set in the target.
  75900. */
  75901. propertyPath: string;
  75902. /**
  75903. * The value to set in the property
  75904. */
  75905. value: any;
  75906. private _target;
  75907. private _effectiveTarget;
  75908. private _property;
  75909. /**
  75910. * Instantiate the action
  75911. * @param triggerOptions defines the trigger options
  75912. * @param target defines the object containing the property
  75913. * @param propertyPath defines the path of the property to set in the target
  75914. * @param value defines the value to set in the property
  75915. * @param condition defines the trigger related conditions
  75916. */
  75917. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75918. /** @hidden */
  75919. _prepare(): void;
  75920. /**
  75921. * Execute the action and set the targetted property to the desired value.
  75922. */
  75923. execute(): void;
  75924. /**
  75925. * Serializes the actions and its related information.
  75926. * @param parent defines the object to serialize in
  75927. * @returns the serialized object
  75928. */
  75929. serialize(parent: any): any;
  75930. }
  75931. /**
  75932. * This defines an action responsible to increment the target value
  75933. * to a desired value once triggered.
  75934. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75935. */
  75936. export class IncrementValueAction extends Action {
  75937. /**
  75938. * The path of the property to increment in the target.
  75939. */
  75940. propertyPath: string;
  75941. /**
  75942. * The value we should increment the property by.
  75943. */
  75944. value: any;
  75945. private _target;
  75946. private _effectiveTarget;
  75947. private _property;
  75948. /**
  75949. * Instantiate the action
  75950. * @param triggerOptions defines the trigger options
  75951. * @param target defines the object containing the property
  75952. * @param propertyPath defines the path of the property to increment in the target
  75953. * @param value defines the value value we should increment the property by
  75954. * @param condition defines the trigger related conditions
  75955. */
  75956. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75957. /** @hidden */
  75958. _prepare(): void;
  75959. /**
  75960. * Execute the action and increment the target of the value amount.
  75961. */
  75962. execute(): void;
  75963. /**
  75964. * Serializes the actions and its related information.
  75965. * @param parent defines the object to serialize in
  75966. * @returns the serialized object
  75967. */
  75968. serialize(parent: any): any;
  75969. }
  75970. /**
  75971. * This defines an action responsible to start an animation once triggered.
  75972. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75973. */
  75974. export class PlayAnimationAction extends Action {
  75975. /**
  75976. * Where the animation should start (animation frame)
  75977. */
  75978. from: number;
  75979. /**
  75980. * Where the animation should stop (animation frame)
  75981. */
  75982. to: number;
  75983. /**
  75984. * Define if the animation should loop or stop after the first play.
  75985. */
  75986. loop?: boolean;
  75987. private _target;
  75988. /**
  75989. * Instantiate the action
  75990. * @param triggerOptions defines the trigger options
  75991. * @param target defines the target animation or animation name
  75992. * @param from defines from where the animation should start (animation frame)
  75993. * @param end defines where the animation should stop (animation frame)
  75994. * @param loop defines if the animation should loop or stop after the first play
  75995. * @param condition defines the trigger related conditions
  75996. */
  75997. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75998. /** @hidden */
  75999. _prepare(): void;
  76000. /**
  76001. * Execute the action and play the animation.
  76002. */
  76003. execute(): void;
  76004. /**
  76005. * Serializes the actions and its related information.
  76006. * @param parent defines the object to serialize in
  76007. * @returns the serialized object
  76008. */
  76009. serialize(parent: any): any;
  76010. }
  76011. /**
  76012. * This defines an action responsible to stop an animation once triggered.
  76013. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76014. */
  76015. export class StopAnimationAction extends Action {
  76016. private _target;
  76017. /**
  76018. * Instantiate the action
  76019. * @param triggerOptions defines the trigger options
  76020. * @param target defines the target animation or animation name
  76021. * @param condition defines the trigger related conditions
  76022. */
  76023. constructor(triggerOptions: any, target: any, condition?: Condition);
  76024. /** @hidden */
  76025. _prepare(): void;
  76026. /**
  76027. * Execute the action and stop the animation.
  76028. */
  76029. execute(): void;
  76030. /**
  76031. * Serializes the actions and its related information.
  76032. * @param parent defines the object to serialize in
  76033. * @returns the serialized object
  76034. */
  76035. serialize(parent: any): any;
  76036. }
  76037. /**
  76038. * This defines an action responsible that does nothing once triggered.
  76039. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76040. */
  76041. export class DoNothingAction extends Action {
  76042. /**
  76043. * Instantiate the action
  76044. * @param triggerOptions defines the trigger options
  76045. * @param condition defines the trigger related conditions
  76046. */
  76047. constructor(triggerOptions?: any, condition?: Condition);
  76048. /**
  76049. * Execute the action and do nothing.
  76050. */
  76051. execute(): void;
  76052. /**
  76053. * Serializes the actions and its related information.
  76054. * @param parent defines the object to serialize in
  76055. * @returns the serialized object
  76056. */
  76057. serialize(parent: any): any;
  76058. }
  76059. /**
  76060. * This defines an action responsible to trigger several actions once triggered.
  76061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76062. */
  76063. export class CombineAction extends Action {
  76064. /**
  76065. * The list of aggregated animations to run.
  76066. */
  76067. children: Action[];
  76068. /**
  76069. * Instantiate the action
  76070. * @param triggerOptions defines the trigger options
  76071. * @param children defines the list of aggregated animations to run
  76072. * @param condition defines the trigger related conditions
  76073. */
  76074. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76075. /** @hidden */
  76076. _prepare(): void;
  76077. /**
  76078. * Execute the action and executes all the aggregated actions.
  76079. */
  76080. execute(evt: ActionEvent): void;
  76081. /**
  76082. * Serializes the actions and its related information.
  76083. * @param parent defines the object to serialize in
  76084. * @returns the serialized object
  76085. */
  76086. serialize(parent: any): any;
  76087. }
  76088. /**
  76089. * This defines an action responsible to run code (external event) once triggered.
  76090. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76091. */
  76092. export class ExecuteCodeAction extends Action {
  76093. /**
  76094. * The callback function to run.
  76095. */
  76096. func: (evt: ActionEvent) => void;
  76097. /**
  76098. * Instantiate the action
  76099. * @param triggerOptions defines the trigger options
  76100. * @param func defines the callback function to run
  76101. * @param condition defines the trigger related conditions
  76102. */
  76103. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76104. /**
  76105. * Execute the action and run the attached code.
  76106. */
  76107. execute(evt: ActionEvent): void;
  76108. }
  76109. /**
  76110. * This defines an action responsible to set the parent property of the target once triggered.
  76111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76112. */
  76113. export class SetParentAction extends Action {
  76114. private _parent;
  76115. private _target;
  76116. /**
  76117. * Instantiate the action
  76118. * @param triggerOptions defines the trigger options
  76119. * @param target defines the target containing the parent property
  76120. * @param parent defines from where the animation should start (animation frame)
  76121. * @param condition defines the trigger related conditions
  76122. */
  76123. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76124. /** @hidden */
  76125. _prepare(): void;
  76126. /**
  76127. * Execute the action and set the parent property.
  76128. */
  76129. execute(): void;
  76130. /**
  76131. * Serializes the actions and its related information.
  76132. * @param parent defines the object to serialize in
  76133. * @returns the serialized object
  76134. */
  76135. serialize(parent: any): any;
  76136. }
  76137. }
  76138. declare module BABYLON {
  76139. /**
  76140. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76141. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76142. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76143. */
  76144. export class ActionManager extends AbstractActionManager {
  76145. /**
  76146. * Nothing
  76147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76148. */
  76149. static readonly NothingTrigger: number;
  76150. /**
  76151. * On pick
  76152. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76153. */
  76154. static readonly OnPickTrigger: number;
  76155. /**
  76156. * On left pick
  76157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76158. */
  76159. static readonly OnLeftPickTrigger: number;
  76160. /**
  76161. * On right pick
  76162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76163. */
  76164. static readonly OnRightPickTrigger: number;
  76165. /**
  76166. * On center pick
  76167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76168. */
  76169. static readonly OnCenterPickTrigger: number;
  76170. /**
  76171. * On pick down
  76172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76173. */
  76174. static readonly OnPickDownTrigger: number;
  76175. /**
  76176. * On double pick
  76177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76178. */
  76179. static readonly OnDoublePickTrigger: number;
  76180. /**
  76181. * On pick up
  76182. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76183. */
  76184. static readonly OnPickUpTrigger: number;
  76185. /**
  76186. * On pick out.
  76187. * This trigger will only be raised if you also declared a OnPickDown
  76188. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76189. */
  76190. static readonly OnPickOutTrigger: number;
  76191. /**
  76192. * On long press
  76193. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76194. */
  76195. static readonly OnLongPressTrigger: number;
  76196. /**
  76197. * On pointer over
  76198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76199. */
  76200. static readonly OnPointerOverTrigger: number;
  76201. /**
  76202. * On pointer out
  76203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76204. */
  76205. static readonly OnPointerOutTrigger: number;
  76206. /**
  76207. * On every frame
  76208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76209. */
  76210. static readonly OnEveryFrameTrigger: number;
  76211. /**
  76212. * On intersection enter
  76213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76214. */
  76215. static readonly OnIntersectionEnterTrigger: number;
  76216. /**
  76217. * On intersection exit
  76218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76219. */
  76220. static readonly OnIntersectionExitTrigger: number;
  76221. /**
  76222. * On key down
  76223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76224. */
  76225. static readonly OnKeyDownTrigger: number;
  76226. /**
  76227. * On key up
  76228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76229. */
  76230. static readonly OnKeyUpTrigger: number;
  76231. private _scene;
  76232. /**
  76233. * Creates a new action manager
  76234. * @param scene defines the hosting scene
  76235. */
  76236. constructor(scene: Scene);
  76237. /**
  76238. * Releases all associated resources
  76239. */
  76240. dispose(): void;
  76241. /**
  76242. * Gets hosting scene
  76243. * @returns the hosting scene
  76244. */
  76245. getScene(): Scene;
  76246. /**
  76247. * Does this action manager handles actions of any of the given triggers
  76248. * @param triggers defines the triggers to be tested
  76249. * @return a boolean indicating whether one (or more) of the triggers is handled
  76250. */
  76251. hasSpecificTriggers(triggers: number[]): boolean;
  76252. /**
  76253. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76254. * speed.
  76255. * @param triggerA defines the trigger to be tested
  76256. * @param triggerB defines the trigger to be tested
  76257. * @return a boolean indicating whether one (or more) of the triggers is handled
  76258. */
  76259. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76260. /**
  76261. * Does this action manager handles actions of a given trigger
  76262. * @param trigger defines the trigger to be tested
  76263. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76264. * @return whether the trigger is handled
  76265. */
  76266. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76267. /**
  76268. * Does this action manager has pointer triggers
  76269. */
  76270. readonly hasPointerTriggers: boolean;
  76271. /**
  76272. * Does this action manager has pick triggers
  76273. */
  76274. readonly hasPickTriggers: boolean;
  76275. /**
  76276. * Registers an action to this action manager
  76277. * @param action defines the action to be registered
  76278. * @return the action amended (prepared) after registration
  76279. */
  76280. registerAction(action: IAction): Nullable<IAction>;
  76281. /**
  76282. * Unregisters an action to this action manager
  76283. * @param action defines the action to be unregistered
  76284. * @return a boolean indicating whether the action has been unregistered
  76285. */
  76286. unregisterAction(action: IAction): Boolean;
  76287. /**
  76288. * Process a specific trigger
  76289. * @param trigger defines the trigger to process
  76290. * @param evt defines the event details to be processed
  76291. */
  76292. processTrigger(trigger: number, evt?: IActionEvent): void;
  76293. /** @hidden */
  76294. _getEffectiveTarget(target: any, propertyPath: string): any;
  76295. /** @hidden */
  76296. _getProperty(propertyPath: string): string;
  76297. /**
  76298. * Serialize this manager to a JSON object
  76299. * @param name defines the property name to store this manager
  76300. * @returns a JSON representation of this manager
  76301. */
  76302. serialize(name: string): any;
  76303. /**
  76304. * Creates a new ActionManager from a JSON data
  76305. * @param parsedActions defines the JSON data to read from
  76306. * @param object defines the hosting mesh
  76307. * @param scene defines the hosting scene
  76308. */
  76309. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76310. /**
  76311. * Get a trigger name by index
  76312. * @param trigger defines the trigger index
  76313. * @returns a trigger name
  76314. */
  76315. static GetTriggerName(trigger: number): string;
  76316. }
  76317. }
  76318. declare module BABYLON {
  76319. /**
  76320. * Class representing a ray with position and direction
  76321. */
  76322. export class Ray {
  76323. /** origin point */
  76324. origin: Vector3;
  76325. /** direction */
  76326. direction: Vector3;
  76327. /** length of the ray */
  76328. length: number;
  76329. private static readonly TmpVector3;
  76330. private _tmpRay;
  76331. /**
  76332. * Creates a new ray
  76333. * @param origin origin point
  76334. * @param direction direction
  76335. * @param length length of the ray
  76336. */
  76337. constructor(
  76338. /** origin point */
  76339. origin: Vector3,
  76340. /** direction */
  76341. direction: Vector3,
  76342. /** length of the ray */
  76343. length?: number);
  76344. /**
  76345. * Checks if the ray intersects a box
  76346. * @param minimum bound of the box
  76347. * @param maximum bound of the box
  76348. * @param intersectionTreshold extra extend to be added to the box in all direction
  76349. * @returns if the box was hit
  76350. */
  76351. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76352. /**
  76353. * Checks if the ray intersects a box
  76354. * @param box the bounding box to check
  76355. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76356. * @returns if the box was hit
  76357. */
  76358. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76359. /**
  76360. * If the ray hits a sphere
  76361. * @param sphere the bounding sphere to check
  76362. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76363. * @returns true if it hits the sphere
  76364. */
  76365. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76366. /**
  76367. * If the ray hits a triange
  76368. * @param vertex0 triangle vertex
  76369. * @param vertex1 triangle vertex
  76370. * @param vertex2 triangle vertex
  76371. * @returns intersection information if hit
  76372. */
  76373. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76374. /**
  76375. * Checks if ray intersects a plane
  76376. * @param plane the plane to check
  76377. * @returns the distance away it was hit
  76378. */
  76379. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76380. /**
  76381. * Calculate the intercept of a ray on a given axis
  76382. * @param axis to check 'x' | 'y' | 'z'
  76383. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76384. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76385. */
  76386. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76387. /**
  76388. * Checks if ray intersects a mesh
  76389. * @param mesh the mesh to check
  76390. * @param fastCheck if only the bounding box should checked
  76391. * @returns picking info of the intersecton
  76392. */
  76393. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76394. /**
  76395. * Checks if ray intersects a mesh
  76396. * @param meshes the meshes to check
  76397. * @param fastCheck if only the bounding box should checked
  76398. * @param results array to store result in
  76399. * @returns Array of picking infos
  76400. */
  76401. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76402. private _comparePickingInfo;
  76403. private static smallnum;
  76404. private static rayl;
  76405. /**
  76406. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76407. * @param sega the first point of the segment to test the intersection against
  76408. * @param segb the second point of the segment to test the intersection against
  76409. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76410. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76411. */
  76412. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76413. /**
  76414. * Update the ray from viewport position
  76415. * @param x position
  76416. * @param y y position
  76417. * @param viewportWidth viewport width
  76418. * @param viewportHeight viewport height
  76419. * @param world world matrix
  76420. * @param view view matrix
  76421. * @param projection projection matrix
  76422. * @returns this ray updated
  76423. */
  76424. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76425. /**
  76426. * Creates a ray with origin and direction of 0,0,0
  76427. * @returns the new ray
  76428. */
  76429. static Zero(): Ray;
  76430. /**
  76431. * Creates a new ray from screen space and viewport
  76432. * @param x position
  76433. * @param y y position
  76434. * @param viewportWidth viewport width
  76435. * @param viewportHeight viewport height
  76436. * @param world world matrix
  76437. * @param view view matrix
  76438. * @param projection projection matrix
  76439. * @returns new ray
  76440. */
  76441. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76442. /**
  76443. * 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
  76444. * transformed to the given world matrix.
  76445. * @param origin The origin point
  76446. * @param end The end point
  76447. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76448. * @returns the new ray
  76449. */
  76450. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76451. /**
  76452. * Transforms a ray by a matrix
  76453. * @param ray ray to transform
  76454. * @param matrix matrix to apply
  76455. * @returns the resulting new ray
  76456. */
  76457. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76458. /**
  76459. * Transforms a ray by a matrix
  76460. * @param ray ray to transform
  76461. * @param matrix matrix to apply
  76462. * @param result ray to store result in
  76463. */
  76464. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76465. /**
  76466. * Unproject a ray from screen space to object space
  76467. * @param sourceX defines the screen space x coordinate to use
  76468. * @param sourceY defines the screen space y coordinate to use
  76469. * @param viewportWidth defines the current width of the viewport
  76470. * @param viewportHeight defines the current height of the viewport
  76471. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76472. * @param view defines the view matrix to use
  76473. * @param projection defines the projection matrix to use
  76474. */
  76475. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76476. }
  76477. /**
  76478. * Type used to define predicate used to select faces when a mesh intersection is detected
  76479. */
  76480. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76481. interface Scene {
  76482. /** @hidden */
  76483. _tempPickingRay: Nullable<Ray>;
  76484. /** @hidden */
  76485. _cachedRayForTransform: Ray;
  76486. /** @hidden */
  76487. _pickWithRayInverseMatrix: Matrix;
  76488. /** @hidden */
  76489. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76490. /** @hidden */
  76491. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76492. }
  76493. }
  76494. declare module BABYLON {
  76495. /**
  76496. * Groups all the scene component constants in one place to ease maintenance.
  76497. * @hidden
  76498. */
  76499. export class SceneComponentConstants {
  76500. static readonly NAME_EFFECTLAYER: string;
  76501. static readonly NAME_LAYER: string;
  76502. static readonly NAME_LENSFLARESYSTEM: string;
  76503. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76504. static readonly NAME_PARTICLESYSTEM: string;
  76505. static readonly NAME_GAMEPAD: string;
  76506. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76507. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76508. static readonly NAME_DEPTHRENDERER: string;
  76509. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76510. static readonly NAME_SPRITE: string;
  76511. static readonly NAME_OUTLINERENDERER: string;
  76512. static readonly NAME_PROCEDURALTEXTURE: string;
  76513. static readonly NAME_SHADOWGENERATOR: string;
  76514. static readonly NAME_OCTREE: string;
  76515. static readonly NAME_PHYSICSENGINE: string;
  76516. static readonly NAME_AUDIO: string;
  76517. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76518. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76519. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76520. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76521. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76522. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76523. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76524. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76525. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76526. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76527. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76528. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76529. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76530. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76531. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76532. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76533. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76534. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76535. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76536. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76537. static readonly STEP_AFTERRENDER_AUDIO: number;
  76538. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76539. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76540. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76541. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76542. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76543. static readonly STEP_POINTERMOVE_SPRITE: number;
  76544. static readonly STEP_POINTERDOWN_SPRITE: number;
  76545. static readonly STEP_POINTERUP_SPRITE: number;
  76546. }
  76547. /**
  76548. * This represents a scene component.
  76549. *
  76550. * This is used to decouple the dependency the scene is having on the different workloads like
  76551. * layers, post processes...
  76552. */
  76553. export interface ISceneComponent {
  76554. /**
  76555. * The name of the component. Each component must have a unique name.
  76556. */
  76557. name: string;
  76558. /**
  76559. * The scene the component belongs to.
  76560. */
  76561. scene: Scene;
  76562. /**
  76563. * Register the component to one instance of a scene.
  76564. */
  76565. register(): void;
  76566. /**
  76567. * Rebuilds the elements related to this component in case of
  76568. * context lost for instance.
  76569. */
  76570. rebuild(): void;
  76571. /**
  76572. * Disposes the component and the associated ressources.
  76573. */
  76574. dispose(): void;
  76575. }
  76576. /**
  76577. * This represents a SERIALIZABLE scene component.
  76578. *
  76579. * This extends Scene Component to add Serialization methods on top.
  76580. */
  76581. export interface ISceneSerializableComponent extends ISceneComponent {
  76582. /**
  76583. * Adds all the elements from the container to the scene
  76584. * @param container the container holding the elements
  76585. */
  76586. addFromContainer(container: AbstractScene): void;
  76587. /**
  76588. * Removes all the elements in the container from the scene
  76589. * @param container contains the elements to remove
  76590. * @param dispose if the removed element should be disposed (default: false)
  76591. */
  76592. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76593. /**
  76594. * Serializes the component data to the specified json object
  76595. * @param serializationObject The object to serialize to
  76596. */
  76597. serialize(serializationObject: any): void;
  76598. }
  76599. /**
  76600. * Strong typing of a Mesh related stage step action
  76601. */
  76602. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76603. /**
  76604. * Strong typing of a Evaluate Sub Mesh related stage step action
  76605. */
  76606. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76607. /**
  76608. * Strong typing of a Active Mesh related stage step action
  76609. */
  76610. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76611. /**
  76612. * Strong typing of a Camera related stage step action
  76613. */
  76614. export type CameraStageAction = (camera: Camera) => void;
  76615. /**
  76616. * Strong typing of a Camera Frame buffer related stage step action
  76617. */
  76618. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76619. /**
  76620. * Strong typing of a Render Target related stage step action
  76621. */
  76622. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76623. /**
  76624. * Strong typing of a RenderingGroup related stage step action
  76625. */
  76626. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76627. /**
  76628. * Strong typing of a Mesh Render related stage step action
  76629. */
  76630. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76631. /**
  76632. * Strong typing of a simple stage step action
  76633. */
  76634. export type SimpleStageAction = () => void;
  76635. /**
  76636. * Strong typing of a render target action.
  76637. */
  76638. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76639. /**
  76640. * Strong typing of a pointer move action.
  76641. */
  76642. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76643. /**
  76644. * Strong typing of a pointer up/down action.
  76645. */
  76646. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76647. /**
  76648. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76649. * @hidden
  76650. */
  76651. export class Stage<T extends Function> extends Array<{
  76652. index: number;
  76653. component: ISceneComponent;
  76654. action: T;
  76655. }> {
  76656. /**
  76657. * Hide ctor from the rest of the world.
  76658. * @param items The items to add.
  76659. */
  76660. private constructor();
  76661. /**
  76662. * Creates a new Stage.
  76663. * @returns A new instance of a Stage
  76664. */
  76665. static Create<T extends Function>(): Stage<T>;
  76666. /**
  76667. * Registers a step in an ordered way in the targeted stage.
  76668. * @param index Defines the position to register the step in
  76669. * @param component Defines the component attached to the step
  76670. * @param action Defines the action to launch during the step
  76671. */
  76672. registerStep(index: number, component: ISceneComponent, action: T): void;
  76673. /**
  76674. * Clears all the steps from the stage.
  76675. */
  76676. clear(): void;
  76677. }
  76678. }
  76679. declare module BABYLON {
  76680. interface Scene {
  76681. /** @hidden */
  76682. _pointerOverSprite: Nullable<Sprite>;
  76683. /** @hidden */
  76684. _pickedDownSprite: Nullable<Sprite>;
  76685. /** @hidden */
  76686. _tempSpritePickingRay: Nullable<Ray>;
  76687. /**
  76688. * All of the sprite managers added to this scene
  76689. * @see http://doc.babylonjs.com/babylon101/sprites
  76690. */
  76691. spriteManagers: Array<ISpriteManager>;
  76692. /**
  76693. * An event triggered when sprites rendering is about to start
  76694. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76695. */
  76696. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76697. /**
  76698. * An event triggered when sprites rendering is done
  76699. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76700. */
  76701. onAfterSpritesRenderingObservable: Observable<Scene>;
  76702. /** @hidden */
  76703. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76704. /** Launch a ray to try to pick a sprite in the scene
  76705. * @param x position on screen
  76706. * @param y position on screen
  76707. * @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
  76708. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76709. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76710. * @returns a PickingInfo
  76711. */
  76712. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76713. /** Use the given ray to pick a sprite in the scene
  76714. * @param ray The ray (in world space) to use to pick meshes
  76715. * @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
  76716. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76717. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76718. * @returns a PickingInfo
  76719. */
  76720. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76721. /** @hidden */
  76722. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76723. /** Launch a ray to try to pick sprites in the scene
  76724. * @param x position on screen
  76725. * @param y position on screen
  76726. * @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
  76727. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76728. * @returns a PickingInfo array
  76729. */
  76730. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76731. /** Use the given ray to pick sprites in the scene
  76732. * @param ray The ray (in world space) to use to pick meshes
  76733. * @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
  76734. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76735. * @returns a PickingInfo array
  76736. */
  76737. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76738. /**
  76739. * Force the sprite under the pointer
  76740. * @param sprite defines the sprite to use
  76741. */
  76742. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76743. /**
  76744. * Gets the sprite under the pointer
  76745. * @returns a Sprite or null if no sprite is under the pointer
  76746. */
  76747. getPointerOverSprite(): Nullable<Sprite>;
  76748. }
  76749. /**
  76750. * Defines the sprite scene component responsible to manage sprites
  76751. * in a given scene.
  76752. */
  76753. export class SpriteSceneComponent implements ISceneComponent {
  76754. /**
  76755. * The component name helpfull to identify the component in the list of scene components.
  76756. */
  76757. readonly name: string;
  76758. /**
  76759. * The scene the component belongs to.
  76760. */
  76761. scene: Scene;
  76762. /** @hidden */
  76763. private _spritePredicate;
  76764. /**
  76765. * Creates a new instance of the component for the given scene
  76766. * @param scene Defines the scene to register the component in
  76767. */
  76768. constructor(scene: Scene);
  76769. /**
  76770. * Registers the component in a given scene
  76771. */
  76772. register(): void;
  76773. /**
  76774. * Rebuilds the elements related to this component in case of
  76775. * context lost for instance.
  76776. */
  76777. rebuild(): void;
  76778. /**
  76779. * Disposes the component and the associated ressources.
  76780. */
  76781. dispose(): void;
  76782. private _pickSpriteButKeepRay;
  76783. private _pointerMove;
  76784. private _pointerDown;
  76785. private _pointerUp;
  76786. }
  76787. }
  76788. declare module BABYLON {
  76789. /** @hidden */
  76790. export var fogFragmentDeclaration: {
  76791. name: string;
  76792. shader: string;
  76793. };
  76794. }
  76795. declare module BABYLON {
  76796. /** @hidden */
  76797. export var fogFragment: {
  76798. name: string;
  76799. shader: string;
  76800. };
  76801. }
  76802. declare module BABYLON {
  76803. /** @hidden */
  76804. export var spritesPixelShader: {
  76805. name: string;
  76806. shader: string;
  76807. };
  76808. }
  76809. declare module BABYLON {
  76810. /** @hidden */
  76811. export var fogVertexDeclaration: {
  76812. name: string;
  76813. shader: string;
  76814. };
  76815. }
  76816. declare module BABYLON {
  76817. /** @hidden */
  76818. export var spritesVertexShader: {
  76819. name: string;
  76820. shader: string;
  76821. };
  76822. }
  76823. declare module BABYLON {
  76824. /**
  76825. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76826. */
  76827. export interface ISpriteManager extends IDisposable {
  76828. /**
  76829. * Restricts the camera to viewing objects with the same layerMask.
  76830. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76831. */
  76832. layerMask: number;
  76833. /**
  76834. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76835. */
  76836. isPickable: boolean;
  76837. /**
  76838. * Specifies the rendering group id for this mesh (0 by default)
  76839. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76840. */
  76841. renderingGroupId: number;
  76842. /**
  76843. * Defines the list of sprites managed by the manager.
  76844. */
  76845. sprites: Array<Sprite>;
  76846. /**
  76847. * Tests the intersection of a sprite with a specific ray.
  76848. * @param ray The ray we are sending to test the collision
  76849. * @param camera The camera space we are sending rays in
  76850. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76851. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76852. * @returns picking info or null.
  76853. */
  76854. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76855. /**
  76856. * Intersects the sprites with a ray
  76857. * @param ray defines the ray to intersect with
  76858. * @param camera defines the current active camera
  76859. * @param predicate defines a predicate used to select candidate sprites
  76860. * @returns null if no hit or a PickingInfo array
  76861. */
  76862. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76863. /**
  76864. * Renders the list of sprites on screen.
  76865. */
  76866. render(): void;
  76867. }
  76868. /**
  76869. * Class used to manage multiple sprites on the same spritesheet
  76870. * @see http://doc.babylonjs.com/babylon101/sprites
  76871. */
  76872. export class SpriteManager implements ISpriteManager {
  76873. /** defines the manager's name */
  76874. name: string;
  76875. /** Gets the list of sprites */
  76876. sprites: Sprite[];
  76877. /** Gets or sets the rendering group id (0 by default) */
  76878. renderingGroupId: number;
  76879. /** Gets or sets camera layer mask */
  76880. layerMask: number;
  76881. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76882. fogEnabled: boolean;
  76883. /** Gets or sets a boolean indicating if the sprites are pickable */
  76884. isPickable: boolean;
  76885. /** Defines the default width of a cell in the spritesheet */
  76886. cellWidth: number;
  76887. /** Defines the default height of a cell in the spritesheet */
  76888. cellHeight: number;
  76889. /** Associative array from JSON sprite data file */
  76890. private _cellData;
  76891. /** Array of sprite names from JSON sprite data file */
  76892. private _spriteMap;
  76893. /** True when packed cell data from JSON file is ready*/
  76894. private _packedAndReady;
  76895. /**
  76896. * An event triggered when the manager is disposed.
  76897. */
  76898. onDisposeObservable: Observable<SpriteManager>;
  76899. private _onDisposeObserver;
  76900. /**
  76901. * Callback called when the manager is disposed
  76902. */
  76903. onDispose: () => void;
  76904. private _capacity;
  76905. private _fromPacked;
  76906. private _spriteTexture;
  76907. private _epsilon;
  76908. private _scene;
  76909. private _vertexData;
  76910. private _buffer;
  76911. private _vertexBuffers;
  76912. private _indexBuffer;
  76913. private _effectBase;
  76914. private _effectFog;
  76915. /**
  76916. * Gets or sets the spritesheet texture
  76917. */
  76918. texture: Texture;
  76919. /**
  76920. * Creates a new sprite manager
  76921. * @param name defines the manager's name
  76922. * @param imgUrl defines the sprite sheet url
  76923. * @param capacity defines the maximum allowed number of sprites
  76924. * @param cellSize defines the size of a sprite cell
  76925. * @param scene defines the hosting scene
  76926. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76927. * @param samplingMode defines the smapling mode to use with spritesheet
  76928. * @param fromPacked set to false; do not alter
  76929. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76930. */
  76931. constructor(
  76932. /** defines the manager's name */
  76933. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76934. private _makePacked;
  76935. private _appendSpriteVertex;
  76936. /**
  76937. * Intersects the sprites with a ray
  76938. * @param ray defines the ray to intersect with
  76939. * @param camera defines the current active camera
  76940. * @param predicate defines a predicate used to select candidate sprites
  76941. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76942. * @returns null if no hit or a PickingInfo
  76943. */
  76944. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76945. /**
  76946. * Intersects the sprites with a ray
  76947. * @param ray defines the ray to intersect with
  76948. * @param camera defines the current active camera
  76949. * @param predicate defines a predicate used to select candidate sprites
  76950. * @returns null if no hit or a PickingInfo array
  76951. */
  76952. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76953. /**
  76954. * Render all child sprites
  76955. */
  76956. render(): void;
  76957. /**
  76958. * Release associated resources
  76959. */
  76960. dispose(): void;
  76961. }
  76962. }
  76963. declare module BABYLON {
  76964. /**
  76965. * Class used to represent a sprite
  76966. * @see http://doc.babylonjs.com/babylon101/sprites
  76967. */
  76968. export class Sprite {
  76969. /** defines the name */
  76970. name: string;
  76971. /** Gets or sets the current world position */
  76972. position: Vector3;
  76973. /** Gets or sets the main color */
  76974. color: Color4;
  76975. /** Gets or sets the width */
  76976. width: number;
  76977. /** Gets or sets the height */
  76978. height: number;
  76979. /** Gets or sets rotation angle */
  76980. angle: number;
  76981. /** Gets or sets the cell index in the sprite sheet */
  76982. cellIndex: number;
  76983. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76984. cellRef: string;
  76985. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76986. invertU: number;
  76987. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76988. invertV: number;
  76989. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76990. disposeWhenFinishedAnimating: boolean;
  76991. /** Gets the list of attached animations */
  76992. animations: Animation[];
  76993. /** Gets or sets a boolean indicating if the sprite can be picked */
  76994. isPickable: boolean;
  76995. /**
  76996. * Gets or sets the associated action manager
  76997. */
  76998. actionManager: Nullable<ActionManager>;
  76999. private _animationStarted;
  77000. private _loopAnimation;
  77001. private _fromIndex;
  77002. private _toIndex;
  77003. private _delay;
  77004. private _direction;
  77005. private _manager;
  77006. private _time;
  77007. private _onAnimationEnd;
  77008. /**
  77009. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77010. */
  77011. isVisible: boolean;
  77012. /**
  77013. * Gets or sets the sprite size
  77014. */
  77015. size: number;
  77016. /**
  77017. * Creates a new Sprite
  77018. * @param name defines the name
  77019. * @param manager defines the manager
  77020. */
  77021. constructor(
  77022. /** defines the name */
  77023. name: string, manager: ISpriteManager);
  77024. /**
  77025. * Starts an animation
  77026. * @param from defines the initial key
  77027. * @param to defines the end key
  77028. * @param loop defines if the animation must loop
  77029. * @param delay defines the start delay (in ms)
  77030. * @param onAnimationEnd defines a callback to call when animation ends
  77031. */
  77032. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77033. /** Stops current animation (if any) */
  77034. stopAnimation(): void;
  77035. /** @hidden */
  77036. _animate(deltaTime: number): void;
  77037. /** Release associated resources */
  77038. dispose(): void;
  77039. }
  77040. }
  77041. declare module BABYLON {
  77042. /**
  77043. * Information about the result of picking within a scene
  77044. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77045. */
  77046. export class PickingInfo {
  77047. /** @hidden */
  77048. _pickingUnavailable: boolean;
  77049. /**
  77050. * If the pick collided with an object
  77051. */
  77052. hit: boolean;
  77053. /**
  77054. * Distance away where the pick collided
  77055. */
  77056. distance: number;
  77057. /**
  77058. * The location of pick collision
  77059. */
  77060. pickedPoint: Nullable<Vector3>;
  77061. /**
  77062. * The mesh corresponding the the pick collision
  77063. */
  77064. pickedMesh: Nullable<AbstractMesh>;
  77065. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77066. bu: number;
  77067. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77068. bv: number;
  77069. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77070. faceId: number;
  77071. /** Id of the the submesh that was picked */
  77072. subMeshId: number;
  77073. /** If a sprite was picked, this will be the sprite the pick collided with */
  77074. pickedSprite: Nullable<Sprite>;
  77075. /**
  77076. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77077. */
  77078. originMesh: Nullable<AbstractMesh>;
  77079. /**
  77080. * The ray that was used to perform the picking.
  77081. */
  77082. ray: Nullable<Ray>;
  77083. /**
  77084. * Gets the normal correspodning to the face the pick collided with
  77085. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77086. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77087. * @returns The normal correspodning to the face the pick collided with
  77088. */
  77089. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77090. /**
  77091. * Gets the texture coordinates of where the pick occured
  77092. * @returns the vector containing the coordnates of the texture
  77093. */
  77094. getTextureCoordinates(): Nullable<Vector2>;
  77095. }
  77096. }
  77097. declare module BABYLON {
  77098. /**
  77099. * Gather the list of pointer event types as constants.
  77100. */
  77101. export class PointerEventTypes {
  77102. /**
  77103. * 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.
  77104. */
  77105. static readonly POINTERDOWN: number;
  77106. /**
  77107. * The pointerup event is fired when a pointer is no longer active.
  77108. */
  77109. static readonly POINTERUP: number;
  77110. /**
  77111. * The pointermove event is fired when a pointer changes coordinates.
  77112. */
  77113. static readonly POINTERMOVE: number;
  77114. /**
  77115. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77116. */
  77117. static readonly POINTERWHEEL: number;
  77118. /**
  77119. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77120. */
  77121. static readonly POINTERPICK: number;
  77122. /**
  77123. * The pointertap event is fired when a the object has been touched and released without drag.
  77124. */
  77125. static readonly POINTERTAP: number;
  77126. /**
  77127. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77128. */
  77129. static readonly POINTERDOUBLETAP: number;
  77130. }
  77131. /**
  77132. * Base class of pointer info types.
  77133. */
  77134. export class PointerInfoBase {
  77135. /**
  77136. * Defines the type of event (PointerEventTypes)
  77137. */
  77138. type: number;
  77139. /**
  77140. * Defines the related dom event
  77141. */
  77142. event: PointerEvent | MouseWheelEvent;
  77143. /**
  77144. * Instantiates the base class of pointers info.
  77145. * @param type Defines the type of event (PointerEventTypes)
  77146. * @param event Defines the related dom event
  77147. */
  77148. constructor(
  77149. /**
  77150. * Defines the type of event (PointerEventTypes)
  77151. */
  77152. type: number,
  77153. /**
  77154. * Defines the related dom event
  77155. */
  77156. event: PointerEvent | MouseWheelEvent);
  77157. }
  77158. /**
  77159. * This class is used to store pointer related info for the onPrePointerObservable event.
  77160. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77161. */
  77162. export class PointerInfoPre extends PointerInfoBase {
  77163. /**
  77164. * Ray from a pointer if availible (eg. 6dof controller)
  77165. */
  77166. ray: Nullable<Ray>;
  77167. /**
  77168. * Defines the local position of the pointer on the canvas.
  77169. */
  77170. localPosition: Vector2;
  77171. /**
  77172. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77173. */
  77174. skipOnPointerObservable: boolean;
  77175. /**
  77176. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77177. * @param type Defines the type of event (PointerEventTypes)
  77178. * @param event Defines the related dom event
  77179. * @param localX Defines the local x coordinates of the pointer when the event occured
  77180. * @param localY Defines the local y coordinates of the pointer when the event occured
  77181. */
  77182. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77183. }
  77184. /**
  77185. * This type contains all the data related to a pointer event in Babylon.js.
  77186. * 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.
  77187. */
  77188. export class PointerInfo extends PointerInfoBase {
  77189. /**
  77190. * Defines the picking info associated to the info (if any)\
  77191. */
  77192. pickInfo: Nullable<PickingInfo>;
  77193. /**
  77194. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77195. * @param type Defines the type of event (PointerEventTypes)
  77196. * @param event Defines the related dom event
  77197. * @param pickInfo Defines the picking info associated to the info (if any)\
  77198. */
  77199. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77200. /**
  77201. * Defines the picking info associated to the info (if any)\
  77202. */
  77203. pickInfo: Nullable<PickingInfo>);
  77204. }
  77205. /**
  77206. * Data relating to a touch event on the screen.
  77207. */
  77208. export interface PointerTouch {
  77209. /**
  77210. * X coordinate of touch.
  77211. */
  77212. x: number;
  77213. /**
  77214. * Y coordinate of touch.
  77215. */
  77216. y: number;
  77217. /**
  77218. * Id of touch. Unique for each finger.
  77219. */
  77220. pointerId: number;
  77221. /**
  77222. * Event type passed from DOM.
  77223. */
  77224. type: any;
  77225. }
  77226. }
  77227. declare module BABYLON {
  77228. /**
  77229. * Manage the mouse inputs to control the movement of a free camera.
  77230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77231. */
  77232. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77233. /**
  77234. * Define if touch is enabled in the mouse input
  77235. */
  77236. touchEnabled: boolean;
  77237. /**
  77238. * Defines the camera the input is attached to.
  77239. */
  77240. camera: FreeCamera;
  77241. /**
  77242. * Defines the buttons associated with the input to handle camera move.
  77243. */
  77244. buttons: number[];
  77245. /**
  77246. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77247. */
  77248. angularSensibility: number;
  77249. private _pointerInput;
  77250. private _onMouseMove;
  77251. private _observer;
  77252. private previousPosition;
  77253. /**
  77254. * Observable for when a pointer move event occurs containing the move offset
  77255. */
  77256. onPointerMovedObservable: Observable<{
  77257. offsetX: number;
  77258. offsetY: number;
  77259. }>;
  77260. /**
  77261. * @hidden
  77262. * If the camera should be rotated automatically based on pointer movement
  77263. */
  77264. _allowCameraRotation: boolean;
  77265. /**
  77266. * Manage the mouse inputs to control the movement of a free camera.
  77267. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77268. * @param touchEnabled Defines if touch is enabled or not
  77269. */
  77270. constructor(
  77271. /**
  77272. * Define if touch is enabled in the mouse input
  77273. */
  77274. touchEnabled?: boolean);
  77275. /**
  77276. * Attach the input controls to a specific dom element to get the input from.
  77277. * @param element Defines the element the controls should be listened from
  77278. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77279. */
  77280. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77281. /**
  77282. * Called on JS contextmenu event.
  77283. * Override this method to provide functionality.
  77284. */
  77285. protected onContextMenu(evt: PointerEvent): void;
  77286. /**
  77287. * Detach the current controls from the specified dom element.
  77288. * @param element Defines the element to stop listening the inputs from
  77289. */
  77290. detachControl(element: Nullable<HTMLElement>): void;
  77291. /**
  77292. * Gets the class name of the current intput.
  77293. * @returns the class name
  77294. */
  77295. getClassName(): string;
  77296. /**
  77297. * Get the friendly name associated with the input class.
  77298. * @returns the input friendly name
  77299. */
  77300. getSimpleName(): string;
  77301. }
  77302. }
  77303. declare module BABYLON {
  77304. /**
  77305. * Manage the touch inputs to control the movement of a free camera.
  77306. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77307. */
  77308. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77309. /**
  77310. * Defines the camera the input is attached to.
  77311. */
  77312. camera: FreeCamera;
  77313. /**
  77314. * Defines the touch sensibility for rotation.
  77315. * The higher the faster.
  77316. */
  77317. touchAngularSensibility: number;
  77318. /**
  77319. * Defines the touch sensibility for move.
  77320. * The higher the faster.
  77321. */
  77322. touchMoveSensibility: number;
  77323. private _offsetX;
  77324. private _offsetY;
  77325. private _pointerPressed;
  77326. private _pointerInput;
  77327. private _observer;
  77328. private _onLostFocus;
  77329. /**
  77330. * Attach the input controls to a specific dom element to get the input from.
  77331. * @param element Defines the element the controls should be listened from
  77332. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77333. */
  77334. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77335. /**
  77336. * Detach the current controls from the specified dom element.
  77337. * @param element Defines the element to stop listening the inputs from
  77338. */
  77339. detachControl(element: Nullable<HTMLElement>): void;
  77340. /**
  77341. * Update the current camera state depending on the inputs that have been used this frame.
  77342. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77343. */
  77344. checkInputs(): void;
  77345. /**
  77346. * Gets the class name of the current intput.
  77347. * @returns the class name
  77348. */
  77349. getClassName(): string;
  77350. /**
  77351. * Get the friendly name associated with the input class.
  77352. * @returns the input friendly name
  77353. */
  77354. getSimpleName(): string;
  77355. }
  77356. }
  77357. declare module BABYLON {
  77358. /**
  77359. * Default Inputs manager for the FreeCamera.
  77360. * It groups all the default supported inputs for ease of use.
  77361. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77362. */
  77363. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77364. /**
  77365. * @hidden
  77366. */
  77367. _mouseInput: Nullable<FreeCameraMouseInput>;
  77368. /**
  77369. * Instantiates a new FreeCameraInputsManager.
  77370. * @param camera Defines the camera the inputs belong to
  77371. */
  77372. constructor(camera: FreeCamera);
  77373. /**
  77374. * Add keyboard input support to the input manager.
  77375. * @returns the current input manager
  77376. */
  77377. addKeyboard(): FreeCameraInputsManager;
  77378. /**
  77379. * Add mouse input support to the input manager.
  77380. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77381. * @returns the current input manager
  77382. */
  77383. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77384. /**
  77385. * Removes the mouse input support from the manager
  77386. * @returns the current input manager
  77387. */
  77388. removeMouse(): FreeCameraInputsManager;
  77389. /**
  77390. * Add touch input support to the input manager.
  77391. * @returns the current input manager
  77392. */
  77393. addTouch(): FreeCameraInputsManager;
  77394. /**
  77395. * Remove all attached input methods from a camera
  77396. */
  77397. clear(): void;
  77398. }
  77399. }
  77400. declare module BABYLON {
  77401. /**
  77402. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77403. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77404. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77405. */
  77406. export class FreeCamera extends TargetCamera {
  77407. /**
  77408. * Define the collision ellipsoid of the camera.
  77409. * This is helpful to simulate a camera body like the player body around the camera
  77410. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77411. */
  77412. ellipsoid: Vector3;
  77413. /**
  77414. * Define an offset for the position of the ellipsoid around the camera.
  77415. * This can be helpful to determine the center of the body near the gravity center of the body
  77416. * instead of its head.
  77417. */
  77418. ellipsoidOffset: Vector3;
  77419. /**
  77420. * Enable or disable collisions of the camera with the rest of the scene objects.
  77421. */
  77422. checkCollisions: boolean;
  77423. /**
  77424. * Enable or disable gravity on the camera.
  77425. */
  77426. applyGravity: boolean;
  77427. /**
  77428. * Define the input manager associated to the camera.
  77429. */
  77430. inputs: FreeCameraInputsManager;
  77431. /**
  77432. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77433. * Higher values reduce sensitivity.
  77434. */
  77435. /**
  77436. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77437. * Higher values reduce sensitivity.
  77438. */
  77439. angularSensibility: number;
  77440. /**
  77441. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77442. */
  77443. keysUp: number[];
  77444. /**
  77445. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77446. */
  77447. keysDown: number[];
  77448. /**
  77449. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77450. */
  77451. keysLeft: number[];
  77452. /**
  77453. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77454. */
  77455. keysRight: number[];
  77456. /**
  77457. * Event raised when the camera collide with a mesh in the scene.
  77458. */
  77459. onCollide: (collidedMesh: AbstractMesh) => void;
  77460. private _collider;
  77461. private _needMoveForGravity;
  77462. private _oldPosition;
  77463. private _diffPosition;
  77464. private _newPosition;
  77465. /** @hidden */
  77466. _localDirection: Vector3;
  77467. /** @hidden */
  77468. _transformedDirection: Vector3;
  77469. /**
  77470. * Instantiates a Free Camera.
  77471. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77472. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77473. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77474. * @param name Define the name of the camera in the scene
  77475. * @param position Define the start position of the camera in the scene
  77476. * @param scene Define the scene the camera belongs to
  77477. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77478. */
  77479. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77480. /**
  77481. * Attached controls to the current camera.
  77482. * @param element Defines the element the controls should be listened from
  77483. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77484. */
  77485. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77486. /**
  77487. * Detach the current controls from the camera.
  77488. * The camera will stop reacting to inputs.
  77489. * @param element Defines the element to stop listening the inputs from
  77490. */
  77491. detachControl(element: HTMLElement): void;
  77492. private _collisionMask;
  77493. /**
  77494. * Define a collision mask to limit the list of object the camera can collide with
  77495. */
  77496. collisionMask: number;
  77497. /** @hidden */
  77498. _collideWithWorld(displacement: Vector3): void;
  77499. private _onCollisionPositionChange;
  77500. /** @hidden */
  77501. _checkInputs(): void;
  77502. /** @hidden */
  77503. _decideIfNeedsToMove(): boolean;
  77504. /** @hidden */
  77505. _updatePosition(): void;
  77506. /**
  77507. * Destroy the camera and release the current resources hold by it.
  77508. */
  77509. dispose(): void;
  77510. /**
  77511. * Gets the current object class name.
  77512. * @return the class name
  77513. */
  77514. getClassName(): string;
  77515. }
  77516. }
  77517. declare module BABYLON {
  77518. /**
  77519. * Represents a gamepad control stick position
  77520. */
  77521. export class StickValues {
  77522. /**
  77523. * The x component of the control stick
  77524. */
  77525. x: number;
  77526. /**
  77527. * The y component of the control stick
  77528. */
  77529. y: number;
  77530. /**
  77531. * Initializes the gamepad x and y control stick values
  77532. * @param x The x component of the gamepad control stick value
  77533. * @param y The y component of the gamepad control stick value
  77534. */
  77535. constructor(
  77536. /**
  77537. * The x component of the control stick
  77538. */
  77539. x: number,
  77540. /**
  77541. * The y component of the control stick
  77542. */
  77543. y: number);
  77544. }
  77545. /**
  77546. * An interface which manages callbacks for gamepad button changes
  77547. */
  77548. export interface GamepadButtonChanges {
  77549. /**
  77550. * Called when a gamepad has been changed
  77551. */
  77552. changed: boolean;
  77553. /**
  77554. * Called when a gamepad press event has been triggered
  77555. */
  77556. pressChanged: boolean;
  77557. /**
  77558. * Called when a touch event has been triggered
  77559. */
  77560. touchChanged: boolean;
  77561. /**
  77562. * Called when a value has changed
  77563. */
  77564. valueChanged: boolean;
  77565. }
  77566. /**
  77567. * Represents a gamepad
  77568. */
  77569. export class Gamepad {
  77570. /**
  77571. * The id of the gamepad
  77572. */
  77573. id: string;
  77574. /**
  77575. * The index of the gamepad
  77576. */
  77577. index: number;
  77578. /**
  77579. * The browser gamepad
  77580. */
  77581. browserGamepad: any;
  77582. /**
  77583. * Specifies what type of gamepad this represents
  77584. */
  77585. type: number;
  77586. private _leftStick;
  77587. private _rightStick;
  77588. /** @hidden */
  77589. _isConnected: boolean;
  77590. private _leftStickAxisX;
  77591. private _leftStickAxisY;
  77592. private _rightStickAxisX;
  77593. private _rightStickAxisY;
  77594. /**
  77595. * Triggered when the left control stick has been changed
  77596. */
  77597. private _onleftstickchanged;
  77598. /**
  77599. * Triggered when the right control stick has been changed
  77600. */
  77601. private _onrightstickchanged;
  77602. /**
  77603. * Represents a gamepad controller
  77604. */
  77605. static GAMEPAD: number;
  77606. /**
  77607. * Represents a generic controller
  77608. */
  77609. static GENERIC: number;
  77610. /**
  77611. * Represents an XBox controller
  77612. */
  77613. static XBOX: number;
  77614. /**
  77615. * Represents a pose-enabled controller
  77616. */
  77617. static POSE_ENABLED: number;
  77618. /**
  77619. * Represents an Dual Shock controller
  77620. */
  77621. static DUALSHOCK: number;
  77622. /**
  77623. * Specifies whether the left control stick should be Y-inverted
  77624. */
  77625. protected _invertLeftStickY: boolean;
  77626. /**
  77627. * Specifies if the gamepad has been connected
  77628. */
  77629. readonly isConnected: boolean;
  77630. /**
  77631. * Initializes the gamepad
  77632. * @param id The id of the gamepad
  77633. * @param index The index of the gamepad
  77634. * @param browserGamepad The browser gamepad
  77635. * @param leftStickX The x component of the left joystick
  77636. * @param leftStickY The y component of the left joystick
  77637. * @param rightStickX The x component of the right joystick
  77638. * @param rightStickY The y component of the right joystick
  77639. */
  77640. constructor(
  77641. /**
  77642. * The id of the gamepad
  77643. */
  77644. id: string,
  77645. /**
  77646. * The index of the gamepad
  77647. */
  77648. index: number,
  77649. /**
  77650. * The browser gamepad
  77651. */
  77652. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77653. /**
  77654. * Callback triggered when the left joystick has changed
  77655. * @param callback
  77656. */
  77657. onleftstickchanged(callback: (values: StickValues) => void): void;
  77658. /**
  77659. * Callback triggered when the right joystick has changed
  77660. * @param callback
  77661. */
  77662. onrightstickchanged(callback: (values: StickValues) => void): void;
  77663. /**
  77664. * Gets the left joystick
  77665. */
  77666. /**
  77667. * Sets the left joystick values
  77668. */
  77669. leftStick: StickValues;
  77670. /**
  77671. * Gets the right joystick
  77672. */
  77673. /**
  77674. * Sets the right joystick value
  77675. */
  77676. rightStick: StickValues;
  77677. /**
  77678. * Updates the gamepad joystick positions
  77679. */
  77680. update(): void;
  77681. /**
  77682. * Disposes the gamepad
  77683. */
  77684. dispose(): void;
  77685. }
  77686. /**
  77687. * Represents a generic gamepad
  77688. */
  77689. export class GenericPad extends Gamepad {
  77690. private _buttons;
  77691. private _onbuttondown;
  77692. private _onbuttonup;
  77693. /**
  77694. * Observable triggered when a button has been pressed
  77695. */
  77696. onButtonDownObservable: Observable<number>;
  77697. /**
  77698. * Observable triggered when a button has been released
  77699. */
  77700. onButtonUpObservable: Observable<number>;
  77701. /**
  77702. * Callback triggered when a button has been pressed
  77703. * @param callback Called when a button has been pressed
  77704. */
  77705. onbuttondown(callback: (buttonPressed: number) => void): void;
  77706. /**
  77707. * Callback triggered when a button has been released
  77708. * @param callback Called when a button has been released
  77709. */
  77710. onbuttonup(callback: (buttonReleased: number) => void): void;
  77711. /**
  77712. * Initializes the generic gamepad
  77713. * @param id The id of the generic gamepad
  77714. * @param index The index of the generic gamepad
  77715. * @param browserGamepad The browser gamepad
  77716. */
  77717. constructor(id: string, index: number, browserGamepad: any);
  77718. private _setButtonValue;
  77719. /**
  77720. * Updates the generic gamepad
  77721. */
  77722. update(): void;
  77723. /**
  77724. * Disposes the generic gamepad
  77725. */
  77726. dispose(): void;
  77727. }
  77728. }
  77729. declare module BABYLON {
  77730. interface Engine {
  77731. /**
  77732. * Creates a raw texture
  77733. * @param data defines the data to store in the texture
  77734. * @param width defines the width of the texture
  77735. * @param height defines the height of the texture
  77736. * @param format defines the format of the data
  77737. * @param generateMipMaps defines if the engine should generate the mip levels
  77738. * @param invertY defines if data must be stored with Y axis inverted
  77739. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77740. * @param compression defines the compression used (null by default)
  77741. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77742. * @returns the raw texture inside an InternalTexture
  77743. */
  77744. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77745. /**
  77746. * Update a raw texture
  77747. * @param texture defines the texture to update
  77748. * @param data defines the data to store in the texture
  77749. * @param format defines the format of the data
  77750. * @param invertY defines if data must be stored with Y axis inverted
  77751. */
  77752. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77753. /**
  77754. * Update a raw texture
  77755. * @param texture defines the texture to update
  77756. * @param data defines the data to store in the texture
  77757. * @param format defines the format of the data
  77758. * @param invertY defines if data must be stored with Y axis inverted
  77759. * @param compression defines the compression used (null by default)
  77760. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77761. */
  77762. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77763. /**
  77764. * Creates a new raw cube texture
  77765. * @param data defines the array of data to use to create each face
  77766. * @param size defines the size of the textures
  77767. * @param format defines the format of the data
  77768. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77769. * @param generateMipMaps defines if the engine should generate the mip levels
  77770. * @param invertY defines if data must be stored with Y axis inverted
  77771. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77772. * @param compression defines the compression used (null by default)
  77773. * @returns the cube texture as an InternalTexture
  77774. */
  77775. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77776. /**
  77777. * Update a raw cube texture
  77778. * @param texture defines the texture to udpdate
  77779. * @param data defines the data to store
  77780. * @param format defines the data format
  77781. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77782. * @param invertY defines if data must be stored with Y axis inverted
  77783. */
  77784. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77785. /**
  77786. * Update a raw cube texture
  77787. * @param texture defines the texture to udpdate
  77788. * @param data defines the data to store
  77789. * @param format defines the data format
  77790. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77791. * @param invertY defines if data must be stored with Y axis inverted
  77792. * @param compression defines the compression used (null by default)
  77793. */
  77794. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77795. /**
  77796. * Update a raw cube texture
  77797. * @param texture defines the texture to udpdate
  77798. * @param data defines the data to store
  77799. * @param format defines the data format
  77800. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77801. * @param invertY defines if data must be stored with Y axis inverted
  77802. * @param compression defines the compression used (null by default)
  77803. * @param level defines which level of the texture to update
  77804. */
  77805. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77806. /**
  77807. * Creates a new raw cube texture from a specified url
  77808. * @param url defines the url where the data is located
  77809. * @param scene defines the current scene
  77810. * @param size defines the size of the textures
  77811. * @param format defines the format of the data
  77812. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77813. * @param noMipmap defines if the engine should avoid generating the mip levels
  77814. * @param callback defines a callback used to extract texture data from loaded data
  77815. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77816. * @param onLoad defines a callback called when texture is loaded
  77817. * @param onError defines a callback called if there is an error
  77818. * @returns the cube texture as an InternalTexture
  77819. */
  77820. 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;
  77821. /**
  77822. * Creates a new raw cube texture from a specified url
  77823. * @param url defines the url where the data is located
  77824. * @param scene defines the current scene
  77825. * @param size defines the size of the textures
  77826. * @param format defines the format of the data
  77827. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77828. * @param noMipmap defines if the engine should avoid generating the mip levels
  77829. * @param callback defines a callback used to extract texture data from loaded data
  77830. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77831. * @param onLoad defines a callback called when texture is loaded
  77832. * @param onError defines a callback called if there is an error
  77833. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77834. * @param invertY defines if data must be stored with Y axis inverted
  77835. * @returns the cube texture as an InternalTexture
  77836. */
  77837. 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;
  77838. /**
  77839. * Creates a new raw 3D texture
  77840. * @param data defines the data used to create the texture
  77841. * @param width defines the width of the texture
  77842. * @param height defines the height of the texture
  77843. * @param depth defines the depth of the texture
  77844. * @param format defines the format of the texture
  77845. * @param generateMipMaps defines if the engine must generate mip levels
  77846. * @param invertY defines if data must be stored with Y axis inverted
  77847. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77848. * @param compression defines the compressed used (can be null)
  77849. * @param textureType defines the compressed used (can be null)
  77850. * @returns a new raw 3D texture (stored in an InternalTexture)
  77851. */
  77852. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77853. /**
  77854. * Update a raw 3D texture
  77855. * @param texture defines the texture to update
  77856. * @param data defines the data to store
  77857. * @param format defines the data format
  77858. * @param invertY defines if data must be stored with Y axis inverted
  77859. */
  77860. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77861. /**
  77862. * Update a raw 3D texture
  77863. * @param texture defines the texture to update
  77864. * @param data defines the data to store
  77865. * @param format defines the data format
  77866. * @param invertY defines if data must be stored with Y axis inverted
  77867. * @param compression defines the used compression (can be null)
  77868. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77869. */
  77870. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77871. }
  77872. }
  77873. declare module BABYLON {
  77874. /**
  77875. * Raw texture can help creating a texture directly from an array of data.
  77876. * This can be super useful if you either get the data from an uncompressed source or
  77877. * if you wish to create your texture pixel by pixel.
  77878. */
  77879. export class RawTexture extends Texture {
  77880. /**
  77881. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77882. */
  77883. format: number;
  77884. private _engine;
  77885. /**
  77886. * Instantiates a new RawTexture.
  77887. * Raw texture can help creating a texture directly from an array of data.
  77888. * This can be super useful if you either get the data from an uncompressed source or
  77889. * if you wish to create your texture pixel by pixel.
  77890. * @param data define the array of data to use to create the texture
  77891. * @param width define the width of the texture
  77892. * @param height define the height of the texture
  77893. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77894. * @param scene define the scene the texture belongs to
  77895. * @param generateMipMaps define whether mip maps should be generated or not
  77896. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77897. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77898. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77899. */
  77900. constructor(data: ArrayBufferView, width: number, height: number,
  77901. /**
  77902. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77903. */
  77904. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77905. /**
  77906. * Updates the texture underlying data.
  77907. * @param data Define the new data of the texture
  77908. */
  77909. update(data: ArrayBufferView): void;
  77910. /**
  77911. * Creates a luminance texture from some data.
  77912. * @param data Define the texture data
  77913. * @param width Define the width of the texture
  77914. * @param height Define the height of the texture
  77915. * @param scene Define the scene the texture belongs to
  77916. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77917. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77918. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77919. * @returns the luminance texture
  77920. */
  77921. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77922. /**
  77923. * Creates a luminance alpha texture from some data.
  77924. * @param data Define the texture data
  77925. * @param width Define the width of the texture
  77926. * @param height Define the height of the texture
  77927. * @param scene Define the scene the texture belongs to
  77928. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77929. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77930. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77931. * @returns the luminance alpha texture
  77932. */
  77933. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77934. /**
  77935. * Creates an alpha texture from some data.
  77936. * @param data Define the texture data
  77937. * @param width Define the width of the texture
  77938. * @param height Define the height of the texture
  77939. * @param scene Define the scene the texture belongs to
  77940. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77941. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77942. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77943. * @returns the alpha texture
  77944. */
  77945. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77946. /**
  77947. * Creates a RGB 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. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77956. * @returns the RGB alpha texture
  77957. */
  77958. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77959. /**
  77960. * Creates a RGBA texture from some data.
  77961. * @param data Define the texture data
  77962. * @param width Define the width of the texture
  77963. * @param height Define the height of the texture
  77964. * @param scene Define the scene the texture belongs to
  77965. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77966. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77967. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77968. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77969. * @returns the RGBA texture
  77970. */
  77971. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77972. /**
  77973. * Creates a R texture from some data.
  77974. * @param data Define the texture data
  77975. * @param width Define the width of the texture
  77976. * @param height Define the height of the texture
  77977. * @param scene Define the scene the texture belongs to
  77978. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77979. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77980. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77981. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77982. * @returns the R texture
  77983. */
  77984. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77985. }
  77986. }
  77987. declare module BABYLON {
  77988. /**
  77989. * Interface for the size containing width and height
  77990. */
  77991. export interface ISize {
  77992. /**
  77993. * Width
  77994. */
  77995. width: number;
  77996. /**
  77997. * Heighht
  77998. */
  77999. height: number;
  78000. }
  78001. /**
  78002. * Size containing widht and height
  78003. */
  78004. export class Size implements ISize {
  78005. /**
  78006. * Width
  78007. */
  78008. width: number;
  78009. /**
  78010. * Height
  78011. */
  78012. height: number;
  78013. /**
  78014. * Creates a Size object from the given width and height (floats).
  78015. * @param width width of the new size
  78016. * @param height height of the new size
  78017. */
  78018. constructor(width: number, height: number);
  78019. /**
  78020. * Returns a string with the Size width and height
  78021. * @returns a string with the Size width and height
  78022. */
  78023. toString(): string;
  78024. /**
  78025. * "Size"
  78026. * @returns the string "Size"
  78027. */
  78028. getClassName(): string;
  78029. /**
  78030. * Returns the Size hash code.
  78031. * @returns a hash code for a unique width and height
  78032. */
  78033. getHashCode(): number;
  78034. /**
  78035. * Updates the current size from the given one.
  78036. * @param src the given size
  78037. */
  78038. copyFrom(src: Size): void;
  78039. /**
  78040. * Updates in place the current Size from the given floats.
  78041. * @param width width of the new size
  78042. * @param height height of the new size
  78043. * @returns the updated Size.
  78044. */
  78045. copyFromFloats(width: number, height: number): Size;
  78046. /**
  78047. * Updates in place the current Size from the given floats.
  78048. * @param width width to set
  78049. * @param height height to set
  78050. * @returns the updated Size.
  78051. */
  78052. set(width: number, height: number): Size;
  78053. /**
  78054. * Multiplies the width and height by numbers
  78055. * @param w factor to multiple the width by
  78056. * @param h factor to multiple the height by
  78057. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78058. */
  78059. multiplyByFloats(w: number, h: number): Size;
  78060. /**
  78061. * Clones the size
  78062. * @returns a new Size copied from the given one.
  78063. */
  78064. clone(): Size;
  78065. /**
  78066. * True if the current Size and the given one width and height are strictly equal.
  78067. * @param other the other size to compare against
  78068. * @returns True if the current Size and the given one width and height are strictly equal.
  78069. */
  78070. equals(other: Size): boolean;
  78071. /**
  78072. * The surface of the Size : width * height (float).
  78073. */
  78074. readonly surface: number;
  78075. /**
  78076. * Create a new size of zero
  78077. * @returns a new Size set to (0.0, 0.0)
  78078. */
  78079. static Zero(): Size;
  78080. /**
  78081. * Sums the width and height of two sizes
  78082. * @param otherSize size to add to this size
  78083. * @returns a new Size set as the addition result of the current Size and the given one.
  78084. */
  78085. add(otherSize: Size): Size;
  78086. /**
  78087. * Subtracts the width and height of two
  78088. * @param otherSize size to subtract to this size
  78089. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78090. */
  78091. subtract(otherSize: Size): Size;
  78092. /**
  78093. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78094. * @param start starting size to lerp between
  78095. * @param end end size to lerp between
  78096. * @param amount amount to lerp between the start and end values
  78097. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78098. */
  78099. static Lerp(start: Size, end: Size, amount: number): Size;
  78100. }
  78101. }
  78102. declare module BABYLON {
  78103. /**
  78104. * Defines a runtime animation
  78105. */
  78106. export class RuntimeAnimation {
  78107. private _events;
  78108. /**
  78109. * The current frame of the runtime animation
  78110. */
  78111. private _currentFrame;
  78112. /**
  78113. * The animation used by the runtime animation
  78114. */
  78115. private _animation;
  78116. /**
  78117. * The target of the runtime animation
  78118. */
  78119. private _target;
  78120. /**
  78121. * The initiating animatable
  78122. */
  78123. private _host;
  78124. /**
  78125. * The original value of the runtime animation
  78126. */
  78127. private _originalValue;
  78128. /**
  78129. * The original blend value of the runtime animation
  78130. */
  78131. private _originalBlendValue;
  78132. /**
  78133. * The offsets cache of the runtime animation
  78134. */
  78135. private _offsetsCache;
  78136. /**
  78137. * The high limits cache of the runtime animation
  78138. */
  78139. private _highLimitsCache;
  78140. /**
  78141. * Specifies if the runtime animation has been stopped
  78142. */
  78143. private _stopped;
  78144. /**
  78145. * The blending factor of the runtime animation
  78146. */
  78147. private _blendingFactor;
  78148. /**
  78149. * The BabylonJS scene
  78150. */
  78151. private _scene;
  78152. /**
  78153. * The current value of the runtime animation
  78154. */
  78155. private _currentValue;
  78156. /** @hidden */
  78157. _animationState: _IAnimationState;
  78158. /**
  78159. * The active target of the runtime animation
  78160. */
  78161. private _activeTargets;
  78162. private _currentActiveTarget;
  78163. private _directTarget;
  78164. /**
  78165. * The target path of the runtime animation
  78166. */
  78167. private _targetPath;
  78168. /**
  78169. * The weight of the runtime animation
  78170. */
  78171. private _weight;
  78172. /**
  78173. * The ratio offset of the runtime animation
  78174. */
  78175. private _ratioOffset;
  78176. /**
  78177. * The previous delay of the runtime animation
  78178. */
  78179. private _previousDelay;
  78180. /**
  78181. * The previous ratio of the runtime animation
  78182. */
  78183. private _previousRatio;
  78184. private _enableBlending;
  78185. private _keys;
  78186. private _minFrame;
  78187. private _maxFrame;
  78188. private _minValue;
  78189. private _maxValue;
  78190. private _targetIsArray;
  78191. /**
  78192. * Gets the current frame of the runtime animation
  78193. */
  78194. readonly currentFrame: number;
  78195. /**
  78196. * Gets the weight of the runtime animation
  78197. */
  78198. readonly weight: number;
  78199. /**
  78200. * Gets the current value of the runtime animation
  78201. */
  78202. readonly currentValue: any;
  78203. /**
  78204. * Gets the target path of the runtime animation
  78205. */
  78206. readonly targetPath: string;
  78207. /**
  78208. * Gets the actual target of the runtime animation
  78209. */
  78210. readonly target: any;
  78211. /** @hidden */
  78212. _onLoop: () => void;
  78213. /**
  78214. * Create a new RuntimeAnimation object
  78215. * @param target defines the target of the animation
  78216. * @param animation defines the source animation object
  78217. * @param scene defines the hosting scene
  78218. * @param host defines the initiating Animatable
  78219. */
  78220. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78221. private _preparePath;
  78222. /**
  78223. * Gets the animation from the runtime animation
  78224. */
  78225. readonly animation: Animation;
  78226. /**
  78227. * Resets the runtime animation to the beginning
  78228. * @param restoreOriginal defines whether to restore the target property to the original value
  78229. */
  78230. reset(restoreOriginal?: boolean): void;
  78231. /**
  78232. * Specifies if the runtime animation is stopped
  78233. * @returns Boolean specifying if the runtime animation is stopped
  78234. */
  78235. isStopped(): boolean;
  78236. /**
  78237. * Disposes of the runtime animation
  78238. */
  78239. dispose(): void;
  78240. /**
  78241. * Apply the interpolated value to the target
  78242. * @param currentValue defines the value computed by the animation
  78243. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78244. */
  78245. setValue(currentValue: any, weight: number): void;
  78246. private _getOriginalValues;
  78247. private _setValue;
  78248. /**
  78249. * Gets the loop pmode of the runtime animation
  78250. * @returns Loop Mode
  78251. */
  78252. private _getCorrectLoopMode;
  78253. /**
  78254. * Move the current animation to a given frame
  78255. * @param frame defines the frame to move to
  78256. */
  78257. goToFrame(frame: number): void;
  78258. /**
  78259. * @hidden Internal use only
  78260. */
  78261. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78262. /**
  78263. * Execute the current animation
  78264. * @param delay defines the delay to add to the current frame
  78265. * @param from defines the lower bound of the animation range
  78266. * @param to defines the upper bound of the animation range
  78267. * @param loop defines if the current animation must loop
  78268. * @param speedRatio defines the current speed ratio
  78269. * @param weight defines the weight of the animation (default is -1 so no weight)
  78270. * @param onLoop optional callback called when animation loops
  78271. * @returns a boolean indicating if the animation is running
  78272. */
  78273. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78274. }
  78275. }
  78276. declare module BABYLON {
  78277. /**
  78278. * Class used to store an actual running animation
  78279. */
  78280. export class Animatable {
  78281. /** defines the target object */
  78282. target: any;
  78283. /** defines the starting frame number (default is 0) */
  78284. fromFrame: number;
  78285. /** defines the ending frame number (default is 100) */
  78286. toFrame: number;
  78287. /** defines if the animation must loop (default is false) */
  78288. loopAnimation: boolean;
  78289. /** defines a callback to call when animation ends if it is not looping */
  78290. onAnimationEnd?: (() => void) | null | undefined;
  78291. /** defines a callback to call when animation loops */
  78292. onAnimationLoop?: (() => void) | null | undefined;
  78293. private _localDelayOffset;
  78294. private _pausedDelay;
  78295. private _runtimeAnimations;
  78296. private _paused;
  78297. private _scene;
  78298. private _speedRatio;
  78299. private _weight;
  78300. private _syncRoot;
  78301. /**
  78302. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78303. * This will only apply for non looping animation (default is true)
  78304. */
  78305. disposeOnEnd: boolean;
  78306. /**
  78307. * Gets a boolean indicating if the animation has started
  78308. */
  78309. animationStarted: boolean;
  78310. /**
  78311. * Observer raised when the animation ends
  78312. */
  78313. onAnimationEndObservable: Observable<Animatable>;
  78314. /**
  78315. * Observer raised when the animation loops
  78316. */
  78317. onAnimationLoopObservable: Observable<Animatable>;
  78318. /**
  78319. * Gets the root Animatable used to synchronize and normalize animations
  78320. */
  78321. readonly syncRoot: Nullable<Animatable>;
  78322. /**
  78323. * Gets the current frame of the first RuntimeAnimation
  78324. * Used to synchronize Animatables
  78325. */
  78326. readonly masterFrame: number;
  78327. /**
  78328. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78329. */
  78330. weight: number;
  78331. /**
  78332. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78333. */
  78334. speedRatio: number;
  78335. /**
  78336. * Creates a new Animatable
  78337. * @param scene defines the hosting scene
  78338. * @param target defines the target object
  78339. * @param fromFrame defines the starting frame number (default is 0)
  78340. * @param toFrame defines the ending frame number (default is 100)
  78341. * @param loopAnimation defines if the animation must loop (default is false)
  78342. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78343. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78344. * @param animations defines a group of animation to add to the new Animatable
  78345. * @param onAnimationLoop defines a callback to call when animation loops
  78346. */
  78347. constructor(scene: Scene,
  78348. /** defines the target object */
  78349. target: any,
  78350. /** defines the starting frame number (default is 0) */
  78351. fromFrame?: number,
  78352. /** defines the ending frame number (default is 100) */
  78353. toFrame?: number,
  78354. /** defines if the animation must loop (default is false) */
  78355. loopAnimation?: boolean, speedRatio?: number,
  78356. /** defines a callback to call when animation ends if it is not looping */
  78357. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78358. /** defines a callback to call when animation loops */
  78359. onAnimationLoop?: (() => void) | null | undefined);
  78360. /**
  78361. * Synchronize and normalize current Animatable with a source Animatable
  78362. * This is useful when using animation weights and when animations are not of the same length
  78363. * @param root defines the root Animatable to synchronize with
  78364. * @returns the current Animatable
  78365. */
  78366. syncWith(root: Animatable): Animatable;
  78367. /**
  78368. * Gets the list of runtime animations
  78369. * @returns an array of RuntimeAnimation
  78370. */
  78371. getAnimations(): RuntimeAnimation[];
  78372. /**
  78373. * Adds more animations to the current animatable
  78374. * @param target defines the target of the animations
  78375. * @param animations defines the new animations to add
  78376. */
  78377. appendAnimations(target: any, animations: Animation[]): void;
  78378. /**
  78379. * Gets the source animation for a specific property
  78380. * @param property defines the propertyu to look for
  78381. * @returns null or the source animation for the given property
  78382. */
  78383. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78384. /**
  78385. * Gets the runtime animation for a specific property
  78386. * @param property defines the propertyu to look for
  78387. * @returns null or the runtime animation for the given property
  78388. */
  78389. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78390. /**
  78391. * Resets the animatable to its original state
  78392. */
  78393. reset(): void;
  78394. /**
  78395. * Allows the animatable to blend with current running animations
  78396. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78397. * @param blendingSpeed defines the blending speed to use
  78398. */
  78399. enableBlending(blendingSpeed: number): void;
  78400. /**
  78401. * Disable animation blending
  78402. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78403. */
  78404. disableBlending(): void;
  78405. /**
  78406. * Jump directly to a given frame
  78407. * @param frame defines the frame to jump to
  78408. */
  78409. goToFrame(frame: number): void;
  78410. /**
  78411. * Pause the animation
  78412. */
  78413. pause(): void;
  78414. /**
  78415. * Restart the animation
  78416. */
  78417. restart(): void;
  78418. private _raiseOnAnimationEnd;
  78419. /**
  78420. * Stop and delete the current animation
  78421. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78422. * @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)
  78423. */
  78424. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78425. /**
  78426. * Wait asynchronously for the animation to end
  78427. * @returns a promise which will be fullfilled when the animation ends
  78428. */
  78429. waitAsync(): Promise<Animatable>;
  78430. /** @hidden */
  78431. _animate(delay: number): boolean;
  78432. }
  78433. interface Scene {
  78434. /** @hidden */
  78435. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78436. /** @hidden */
  78437. _processLateAnimationBindingsForMatrices(holder: {
  78438. totalWeight: number;
  78439. animations: RuntimeAnimation[];
  78440. originalValue: Matrix;
  78441. }): any;
  78442. /** @hidden */
  78443. _processLateAnimationBindingsForQuaternions(holder: {
  78444. totalWeight: number;
  78445. animations: RuntimeAnimation[];
  78446. originalValue: Quaternion;
  78447. }, refQuaternion: Quaternion): Quaternion;
  78448. /** @hidden */
  78449. _processLateAnimationBindings(): void;
  78450. /**
  78451. * Will start the animation sequence of a given target
  78452. * @param target defines the target
  78453. * @param from defines from which frame should animation start
  78454. * @param to defines until which frame should animation run.
  78455. * @param weight defines the weight to apply to the animation (1.0 by default)
  78456. * @param loop defines if the animation loops
  78457. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78458. * @param onAnimationEnd defines the function to be executed when the animation ends
  78459. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78460. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78461. * @param onAnimationLoop defines the callback to call when an animation loops
  78462. * @returns the animatable object created for this animation
  78463. */
  78464. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78465. /**
  78466. * Will start the animation sequence of a given target
  78467. * @param target defines the target
  78468. * @param from defines from which frame should animation start
  78469. * @param to defines until which frame should animation run.
  78470. * @param loop defines if the animation loops
  78471. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78472. * @param onAnimationEnd defines the function to be executed when the animation ends
  78473. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78474. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78475. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78476. * @param onAnimationLoop defines the callback to call when an animation loops
  78477. * @returns the animatable object created for this animation
  78478. */
  78479. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78480. /**
  78481. * Will start the animation sequence of a given target and its hierarchy
  78482. * @param target defines the target
  78483. * @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.
  78484. * @param from defines from which frame should animation start
  78485. * @param to defines until which frame should animation run.
  78486. * @param loop defines if the animation loops
  78487. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78488. * @param onAnimationEnd defines the function to be executed when the animation ends
  78489. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78490. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78491. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78492. * @param onAnimationLoop defines the callback to call when an animation loops
  78493. * @returns the list of created animatables
  78494. */
  78495. 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[];
  78496. /**
  78497. * Begin a new animation on a given node
  78498. * @param target defines the target where the animation will take place
  78499. * @param animations defines the list of animations to start
  78500. * @param from defines the initial value
  78501. * @param to defines the final value
  78502. * @param loop defines if you want animation to loop (off by default)
  78503. * @param speedRatio defines the speed ratio to apply to all animations
  78504. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78505. * @param onAnimationLoop defines the callback to call when an animation loops
  78506. * @returns the list of created animatables
  78507. */
  78508. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78509. /**
  78510. * Begin a new animation on a given node and its hierarchy
  78511. * @param target defines the root node where the animation will take place
  78512. * @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.
  78513. * @param animations defines the list of animations to start
  78514. * @param from defines the initial value
  78515. * @param to defines the final value
  78516. * @param loop defines if you want animation to loop (off by default)
  78517. * @param speedRatio defines the speed ratio to apply to all animations
  78518. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78519. * @param onAnimationLoop defines the callback to call when an animation loops
  78520. * @returns the list of animatables created for all nodes
  78521. */
  78522. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78523. /**
  78524. * Gets the animatable associated with a specific target
  78525. * @param target defines the target of the animatable
  78526. * @returns the required animatable if found
  78527. */
  78528. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78529. /**
  78530. * Gets all animatables associated with a given target
  78531. * @param target defines the target to look animatables for
  78532. * @returns an array of Animatables
  78533. */
  78534. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78535. /**
  78536. * Stops and removes all animations that have been applied to the scene
  78537. */
  78538. stopAllAnimations(): void;
  78539. }
  78540. interface Bone {
  78541. /**
  78542. * Copy an animation range from another bone
  78543. * @param source defines the source bone
  78544. * @param rangeName defines the range name to copy
  78545. * @param frameOffset defines the frame offset
  78546. * @param rescaleAsRequired defines if rescaling must be applied if required
  78547. * @param skelDimensionsRatio defines the scaling ratio
  78548. * @returns true if operation was successful
  78549. */
  78550. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78551. }
  78552. }
  78553. declare module BABYLON {
  78554. /**
  78555. * Class used to override all child animations of a given target
  78556. */
  78557. export class AnimationPropertiesOverride {
  78558. /**
  78559. * Gets or sets a value indicating if animation blending must be used
  78560. */
  78561. enableBlending: boolean;
  78562. /**
  78563. * Gets or sets the blending speed to use when enableBlending is true
  78564. */
  78565. blendingSpeed: number;
  78566. /**
  78567. * Gets or sets the default loop mode to use
  78568. */
  78569. loopMode: number;
  78570. }
  78571. }
  78572. declare module BABYLON {
  78573. /**
  78574. * Class used to handle skinning animations
  78575. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78576. */
  78577. export class Skeleton implements IAnimatable {
  78578. /** defines the skeleton name */
  78579. name: string;
  78580. /** defines the skeleton Id */
  78581. id: string;
  78582. /**
  78583. * Defines the list of child bones
  78584. */
  78585. bones: Bone[];
  78586. /**
  78587. * Defines an estimate of the dimension of the skeleton at rest
  78588. */
  78589. dimensionsAtRest: Vector3;
  78590. /**
  78591. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78592. */
  78593. needInitialSkinMatrix: boolean;
  78594. /**
  78595. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78596. */
  78597. overrideMesh: Nullable<AbstractMesh>;
  78598. /**
  78599. * Gets the list of animations attached to this skeleton
  78600. */
  78601. animations: Array<Animation>;
  78602. private _scene;
  78603. private _isDirty;
  78604. private _transformMatrices;
  78605. private _transformMatrixTexture;
  78606. private _meshesWithPoseMatrix;
  78607. private _animatables;
  78608. private _identity;
  78609. private _synchronizedWithMesh;
  78610. private _ranges;
  78611. private _lastAbsoluteTransformsUpdateId;
  78612. private _canUseTextureForBones;
  78613. private _uniqueId;
  78614. /** @hidden */
  78615. _numBonesWithLinkedTransformNode: number;
  78616. /** @hidden */
  78617. _hasWaitingData: Nullable<boolean>;
  78618. /**
  78619. * Specifies if the skeleton should be serialized
  78620. */
  78621. doNotSerialize: boolean;
  78622. private _useTextureToStoreBoneMatrices;
  78623. /**
  78624. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78625. * Please note that this option is not available if the hardware does not support it
  78626. */
  78627. useTextureToStoreBoneMatrices: boolean;
  78628. private _animationPropertiesOverride;
  78629. /**
  78630. * Gets or sets the animation properties override
  78631. */
  78632. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78633. /**
  78634. * List of inspectable custom properties (used by the Inspector)
  78635. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78636. */
  78637. inspectableCustomProperties: IInspectable[];
  78638. /**
  78639. * An observable triggered before computing the skeleton's matrices
  78640. */
  78641. onBeforeComputeObservable: Observable<Skeleton>;
  78642. /**
  78643. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78644. */
  78645. readonly isUsingTextureForMatrices: boolean;
  78646. /**
  78647. * Gets the unique ID of this skeleton
  78648. */
  78649. readonly uniqueId: number;
  78650. /**
  78651. * Creates a new skeleton
  78652. * @param name defines the skeleton name
  78653. * @param id defines the skeleton Id
  78654. * @param scene defines the hosting scene
  78655. */
  78656. constructor(
  78657. /** defines the skeleton name */
  78658. name: string,
  78659. /** defines the skeleton Id */
  78660. id: string, scene: Scene);
  78661. /**
  78662. * Gets the current object class name.
  78663. * @return the class name
  78664. */
  78665. getClassName(): string;
  78666. /**
  78667. * Returns an array containing the root bones
  78668. * @returns an array containing the root bones
  78669. */
  78670. getChildren(): Array<Bone>;
  78671. /**
  78672. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78673. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78674. * @returns a Float32Array containing matrices data
  78675. */
  78676. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78677. /**
  78678. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78679. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78680. * @returns a raw texture containing the data
  78681. */
  78682. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78683. /**
  78684. * Gets the current hosting scene
  78685. * @returns a scene object
  78686. */
  78687. getScene(): Scene;
  78688. /**
  78689. * Gets a string representing the current skeleton data
  78690. * @param fullDetails defines a boolean indicating if we want a verbose version
  78691. * @returns a string representing the current skeleton data
  78692. */
  78693. toString(fullDetails?: boolean): string;
  78694. /**
  78695. * Get bone's index searching by name
  78696. * @param name defines bone's name to search for
  78697. * @return the indice of the bone. Returns -1 if not found
  78698. */
  78699. getBoneIndexByName(name: string): number;
  78700. /**
  78701. * Creater a new animation range
  78702. * @param name defines the name of the range
  78703. * @param from defines the start key
  78704. * @param to defines the end key
  78705. */
  78706. createAnimationRange(name: string, from: number, to: number): void;
  78707. /**
  78708. * Delete a specific animation range
  78709. * @param name defines the name of the range
  78710. * @param deleteFrames defines if frames must be removed as well
  78711. */
  78712. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78713. /**
  78714. * Gets a specific animation range
  78715. * @param name defines the name of the range to look for
  78716. * @returns the requested animation range or null if not found
  78717. */
  78718. getAnimationRange(name: string): Nullable<AnimationRange>;
  78719. /**
  78720. * Gets the list of all animation ranges defined on this skeleton
  78721. * @returns an array
  78722. */
  78723. getAnimationRanges(): Nullable<AnimationRange>[];
  78724. /**
  78725. * Copy animation range from a source skeleton.
  78726. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78727. * @param source defines the source skeleton
  78728. * @param name defines the name of the range to copy
  78729. * @param rescaleAsRequired defines if rescaling must be applied if required
  78730. * @returns true if operation was successful
  78731. */
  78732. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78733. /**
  78734. * Forces the skeleton to go to rest pose
  78735. */
  78736. returnToRest(): void;
  78737. private _getHighestAnimationFrame;
  78738. /**
  78739. * Begin a specific animation range
  78740. * @param name defines the name of the range to start
  78741. * @param loop defines if looping must be turned on (false by default)
  78742. * @param speedRatio defines the speed ratio to apply (1 by default)
  78743. * @param onAnimationEnd defines a callback which will be called when animation will end
  78744. * @returns a new animatable
  78745. */
  78746. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78747. /** @hidden */
  78748. _markAsDirty(): void;
  78749. /** @hidden */
  78750. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78751. /** @hidden */
  78752. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78753. private _computeTransformMatrices;
  78754. /**
  78755. * Build all resources required to render a skeleton
  78756. */
  78757. prepare(): void;
  78758. /**
  78759. * Gets the list of animatables currently running for this skeleton
  78760. * @returns an array of animatables
  78761. */
  78762. getAnimatables(): IAnimatable[];
  78763. /**
  78764. * Clone the current skeleton
  78765. * @param name defines the name of the new skeleton
  78766. * @param id defines the id of the new skeleton
  78767. * @returns the new skeleton
  78768. */
  78769. clone(name: string, id: string): Skeleton;
  78770. /**
  78771. * Enable animation blending for this skeleton
  78772. * @param blendingSpeed defines the blending speed to apply
  78773. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78774. */
  78775. enableBlending(blendingSpeed?: number): void;
  78776. /**
  78777. * Releases all resources associated with the current skeleton
  78778. */
  78779. dispose(): void;
  78780. /**
  78781. * Serialize the skeleton in a JSON object
  78782. * @returns a JSON object
  78783. */
  78784. serialize(): any;
  78785. /**
  78786. * Creates a new skeleton from serialized data
  78787. * @param parsedSkeleton defines the serialized data
  78788. * @param scene defines the hosting scene
  78789. * @returns a new skeleton
  78790. */
  78791. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78792. /**
  78793. * Compute all node absolute transforms
  78794. * @param forceUpdate defines if computation must be done even if cache is up to date
  78795. */
  78796. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78797. /**
  78798. * Gets the root pose matrix
  78799. * @returns a matrix
  78800. */
  78801. getPoseMatrix(): Nullable<Matrix>;
  78802. /**
  78803. * Sorts bones per internal index
  78804. */
  78805. sortBones(): void;
  78806. private _sortBones;
  78807. }
  78808. }
  78809. declare module BABYLON {
  78810. /**
  78811. * Class used to store bone information
  78812. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78813. */
  78814. export class Bone extends Node {
  78815. /**
  78816. * defines the bone name
  78817. */
  78818. name: string;
  78819. private static _tmpVecs;
  78820. private static _tmpQuat;
  78821. private static _tmpMats;
  78822. /**
  78823. * Gets the list of child bones
  78824. */
  78825. children: Bone[];
  78826. /** Gets the animations associated with this bone */
  78827. animations: Animation[];
  78828. /**
  78829. * Gets or sets bone length
  78830. */
  78831. length: number;
  78832. /**
  78833. * @hidden Internal only
  78834. * Set this value to map this bone to a different index in the transform matrices
  78835. * Set this value to -1 to exclude the bone from the transform matrices
  78836. */
  78837. _index: Nullable<number>;
  78838. private _skeleton;
  78839. private _localMatrix;
  78840. private _restPose;
  78841. private _baseMatrix;
  78842. private _absoluteTransform;
  78843. private _invertedAbsoluteTransform;
  78844. private _parent;
  78845. private _scalingDeterminant;
  78846. private _worldTransform;
  78847. private _localScaling;
  78848. private _localRotation;
  78849. private _localPosition;
  78850. private _needToDecompose;
  78851. private _needToCompose;
  78852. /** @hidden */
  78853. _linkedTransformNode: Nullable<TransformNode>;
  78854. /** @hidden */
  78855. _waitingTransformNodeId: Nullable<string>;
  78856. /** @hidden */
  78857. /** @hidden */
  78858. _matrix: Matrix;
  78859. /**
  78860. * Create a new bone
  78861. * @param name defines the bone name
  78862. * @param skeleton defines the parent skeleton
  78863. * @param parentBone defines the parent (can be null if the bone is the root)
  78864. * @param localMatrix defines the local matrix
  78865. * @param restPose defines the rest pose matrix
  78866. * @param baseMatrix defines the base matrix
  78867. * @param index defines index of the bone in the hiearchy
  78868. */
  78869. constructor(
  78870. /**
  78871. * defines the bone name
  78872. */
  78873. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78874. /**
  78875. * Gets the current object class name.
  78876. * @return the class name
  78877. */
  78878. getClassName(): string;
  78879. /**
  78880. * Gets the parent skeleton
  78881. * @returns a skeleton
  78882. */
  78883. getSkeleton(): Skeleton;
  78884. /**
  78885. * Gets parent bone
  78886. * @returns a bone or null if the bone is the root of the bone hierarchy
  78887. */
  78888. getParent(): Nullable<Bone>;
  78889. /**
  78890. * Returns an array containing the root bones
  78891. * @returns an array containing the root bones
  78892. */
  78893. getChildren(): Array<Bone>;
  78894. /**
  78895. * Sets the parent bone
  78896. * @param parent defines the parent (can be null if the bone is the root)
  78897. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78898. */
  78899. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78900. /**
  78901. * Gets the local matrix
  78902. * @returns a matrix
  78903. */
  78904. getLocalMatrix(): Matrix;
  78905. /**
  78906. * Gets the base matrix (initial matrix which remains unchanged)
  78907. * @returns a matrix
  78908. */
  78909. getBaseMatrix(): Matrix;
  78910. /**
  78911. * Gets the rest pose matrix
  78912. * @returns a matrix
  78913. */
  78914. getRestPose(): Matrix;
  78915. /**
  78916. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78917. */
  78918. getWorldMatrix(): Matrix;
  78919. /**
  78920. * Sets the local matrix to rest pose matrix
  78921. */
  78922. returnToRest(): void;
  78923. /**
  78924. * Gets the inverse of the absolute transform matrix.
  78925. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78926. * @returns a matrix
  78927. */
  78928. getInvertedAbsoluteTransform(): Matrix;
  78929. /**
  78930. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78931. * @returns a matrix
  78932. */
  78933. getAbsoluteTransform(): Matrix;
  78934. /**
  78935. * Links with the given transform node.
  78936. * The local matrix of this bone is copied from the transform node every frame.
  78937. * @param transformNode defines the transform node to link to
  78938. */
  78939. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78940. /**
  78941. * Gets the node used to drive the bone's transformation
  78942. * @returns a transform node or null
  78943. */
  78944. getTransformNode(): Nullable<TransformNode>;
  78945. /** Gets or sets current position (in local space) */
  78946. position: Vector3;
  78947. /** Gets or sets current rotation (in local space) */
  78948. rotation: Vector3;
  78949. /** Gets or sets current rotation quaternion (in local space) */
  78950. rotationQuaternion: Quaternion;
  78951. /** Gets or sets current scaling (in local space) */
  78952. scaling: Vector3;
  78953. /**
  78954. * Gets the animation properties override
  78955. */
  78956. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78957. private _decompose;
  78958. private _compose;
  78959. /**
  78960. * Update the base and local matrices
  78961. * @param matrix defines the new base or local matrix
  78962. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78963. * @param updateLocalMatrix defines if the local matrix should be updated
  78964. */
  78965. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78966. /** @hidden */
  78967. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78968. /**
  78969. * Flag the bone as dirty (Forcing it to update everything)
  78970. */
  78971. markAsDirty(): void;
  78972. /** @hidden */
  78973. _markAsDirtyAndCompose(): void;
  78974. private _markAsDirtyAndDecompose;
  78975. /**
  78976. * Translate the bone in local or world space
  78977. * @param vec The amount to translate the bone
  78978. * @param space The space that the translation is in
  78979. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78980. */
  78981. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78982. /**
  78983. * Set the postion of the bone in local or world space
  78984. * @param position The position to set the bone
  78985. * @param space The space that the position is in
  78986. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78987. */
  78988. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78989. /**
  78990. * Set the absolute position of the bone (world space)
  78991. * @param position The position to set the bone
  78992. * @param mesh The mesh that this bone is attached to
  78993. */
  78994. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78995. /**
  78996. * Scale the bone on the x, y and z axes (in local space)
  78997. * @param x The amount to scale the bone on the x axis
  78998. * @param y The amount to scale the bone on the y axis
  78999. * @param z The amount to scale the bone on the z axis
  79000. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79001. */
  79002. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79003. /**
  79004. * Set the bone scaling in local space
  79005. * @param scale defines the scaling vector
  79006. */
  79007. setScale(scale: Vector3): void;
  79008. /**
  79009. * Gets the current scaling in local space
  79010. * @returns the current scaling vector
  79011. */
  79012. getScale(): Vector3;
  79013. /**
  79014. * Gets the current scaling in local space and stores it in a target vector
  79015. * @param result defines the target vector
  79016. */
  79017. getScaleToRef(result: Vector3): void;
  79018. /**
  79019. * Set the yaw, pitch, and roll of the bone in local or world space
  79020. * @param yaw The rotation of the bone on the y axis
  79021. * @param pitch The rotation of the bone on the x axis
  79022. * @param roll The rotation of the bone on the z axis
  79023. * @param space The space that the axes of rotation are in
  79024. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79025. */
  79026. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79027. /**
  79028. * Add a rotation to the bone on an axis in local or world space
  79029. * @param axis The axis to rotate the bone on
  79030. * @param amount The amount to rotate the bone
  79031. * @param space The space that the axis is in
  79032. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79033. */
  79034. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79035. /**
  79036. * Set the rotation of the bone to a particular axis angle in local or world space
  79037. * @param axis The axis to rotate the bone on
  79038. * @param angle The angle that the bone should be rotated to
  79039. * @param space The space that the axis is in
  79040. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79041. */
  79042. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79043. /**
  79044. * Set the euler rotation of the bone in local of world space
  79045. * @param rotation The euler rotation that the bone should be set to
  79046. * @param space The space that the rotation is in
  79047. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79048. */
  79049. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79050. /**
  79051. * Set the quaternion rotation of the bone in local of world space
  79052. * @param quat The quaternion rotation that the bone should be set to
  79053. * @param space The space that the rotation is in
  79054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79055. */
  79056. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79057. /**
  79058. * Set the rotation matrix of the bone in local of world space
  79059. * @param rotMat The rotation matrix that the bone should be set to
  79060. * @param space The space that the rotation is in
  79061. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79062. */
  79063. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79064. private _rotateWithMatrix;
  79065. private _getNegativeRotationToRef;
  79066. /**
  79067. * Get the position of the bone in local or world space
  79068. * @param space The space that the returned position is in
  79069. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79070. * @returns The position of the bone
  79071. */
  79072. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79073. /**
  79074. * Copy the position of the bone to a vector3 in local or world space
  79075. * @param space The space that the returned position is in
  79076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79077. * @param result The vector3 to copy the position to
  79078. */
  79079. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79080. /**
  79081. * Get the absolute position of the bone (world space)
  79082. * @param mesh The mesh that this bone is attached to
  79083. * @returns The absolute position of the bone
  79084. */
  79085. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79086. /**
  79087. * Copy the absolute position of the bone (world space) to the result param
  79088. * @param mesh The mesh that this bone is attached to
  79089. * @param result The vector3 to copy the absolute position to
  79090. */
  79091. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79092. /**
  79093. * Compute the absolute transforms of this bone and its children
  79094. */
  79095. computeAbsoluteTransforms(): void;
  79096. /**
  79097. * Get the world direction from an axis that is in the local space of the bone
  79098. * @param localAxis The local direction that is used to compute the world direction
  79099. * @param mesh The mesh that this bone is attached to
  79100. * @returns The world direction
  79101. */
  79102. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79103. /**
  79104. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79105. * @param localAxis The local direction that is used to compute the world direction
  79106. * @param mesh The mesh that this bone is attached to
  79107. * @param result The vector3 that the world direction will be copied to
  79108. */
  79109. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79110. /**
  79111. * Get the euler rotation of the bone in local or world space
  79112. * @param space The space that the rotation should be in
  79113. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79114. * @returns The euler rotation
  79115. */
  79116. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79117. /**
  79118. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79119. * @param space The space that the rotation should be in
  79120. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79121. * @param result The vector3 that the rotation should be copied to
  79122. */
  79123. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79124. /**
  79125. * Get the quaternion rotation of the bone in either local or world space
  79126. * @param space The space that the rotation should be in
  79127. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79128. * @returns The quaternion rotation
  79129. */
  79130. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79131. /**
  79132. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79133. * @param space The space that the rotation should be in
  79134. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79135. * @param result The quaternion that the rotation should be copied to
  79136. */
  79137. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79138. /**
  79139. * Get the rotation matrix of the bone in local or world space
  79140. * @param space The space that the rotation should be in
  79141. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79142. * @returns The rotation matrix
  79143. */
  79144. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79145. /**
  79146. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79147. * @param space The space that the rotation should be in
  79148. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79149. * @param result The quaternion that the rotation should be copied to
  79150. */
  79151. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79152. /**
  79153. * Get the world position of a point that is in the local space of the bone
  79154. * @param position The local position
  79155. * @param mesh The mesh that this bone is attached to
  79156. * @returns The world position
  79157. */
  79158. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79159. /**
  79160. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79161. * @param position The local position
  79162. * @param mesh The mesh that this bone is attached to
  79163. * @param result The vector3 that the world position should be copied to
  79164. */
  79165. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79166. /**
  79167. * Get the local position of a point that is in world space
  79168. * @param position The world position
  79169. * @param mesh The mesh that this bone is attached to
  79170. * @returns The local position
  79171. */
  79172. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79173. /**
  79174. * Get the local position of a point that is in world space and copy it to the result param
  79175. * @param position The world position
  79176. * @param mesh The mesh that this bone is attached to
  79177. * @param result The vector3 that the local position should be copied to
  79178. */
  79179. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79180. }
  79181. }
  79182. declare module BABYLON {
  79183. /**
  79184. * 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.
  79185. * @see https://doc.babylonjs.com/how_to/transformnode
  79186. */
  79187. export class TransformNode extends Node {
  79188. /**
  79189. * Object will not rotate to face the camera
  79190. */
  79191. static BILLBOARDMODE_NONE: number;
  79192. /**
  79193. * Object will rotate to face the camera but only on the x axis
  79194. */
  79195. static BILLBOARDMODE_X: number;
  79196. /**
  79197. * Object will rotate to face the camera but only on the y axis
  79198. */
  79199. static BILLBOARDMODE_Y: number;
  79200. /**
  79201. * Object will rotate to face the camera but only on the z axis
  79202. */
  79203. static BILLBOARDMODE_Z: number;
  79204. /**
  79205. * Object will rotate to face the camera
  79206. */
  79207. static BILLBOARDMODE_ALL: number;
  79208. /**
  79209. * Object will rotate to face the camera's position instead of orientation
  79210. */
  79211. static BILLBOARDMODE_USE_POSITION: number;
  79212. private _forward;
  79213. private _forwardInverted;
  79214. private _up;
  79215. private _right;
  79216. private _rightInverted;
  79217. private _position;
  79218. private _rotation;
  79219. private _rotationQuaternion;
  79220. protected _scaling: Vector3;
  79221. protected _isDirty: boolean;
  79222. private _transformToBoneReferal;
  79223. private _isAbsoluteSynced;
  79224. private _billboardMode;
  79225. /**
  79226. * Gets or sets the billboard mode. Default is 0.
  79227. *
  79228. * | Value | Type | Description |
  79229. * | --- | --- | --- |
  79230. * | 0 | BILLBOARDMODE_NONE | |
  79231. * | 1 | BILLBOARDMODE_X | |
  79232. * | 2 | BILLBOARDMODE_Y | |
  79233. * | 4 | BILLBOARDMODE_Z | |
  79234. * | 7 | BILLBOARDMODE_ALL | |
  79235. *
  79236. */
  79237. billboardMode: number;
  79238. private _preserveParentRotationForBillboard;
  79239. /**
  79240. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79241. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79242. */
  79243. preserveParentRotationForBillboard: boolean;
  79244. /**
  79245. * 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
  79246. */
  79247. scalingDeterminant: number;
  79248. private _infiniteDistance;
  79249. /**
  79250. * Gets or sets the distance of the object to max, often used by skybox
  79251. */
  79252. infiniteDistance: boolean;
  79253. /**
  79254. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79255. * By default the system will update normals to compensate
  79256. */
  79257. ignoreNonUniformScaling: boolean;
  79258. /**
  79259. * 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
  79260. */
  79261. reIntegrateRotationIntoRotationQuaternion: boolean;
  79262. /** @hidden */
  79263. _poseMatrix: Nullable<Matrix>;
  79264. /** @hidden */
  79265. _localMatrix: Matrix;
  79266. private _usePivotMatrix;
  79267. private _absolutePosition;
  79268. private _absoluteScaling;
  79269. private _absoluteRotationQuaternion;
  79270. private _pivotMatrix;
  79271. private _pivotMatrixInverse;
  79272. protected _postMultiplyPivotMatrix: boolean;
  79273. protected _isWorldMatrixFrozen: boolean;
  79274. /** @hidden */
  79275. _indexInSceneTransformNodesArray: number;
  79276. /**
  79277. * An event triggered after the world matrix is updated
  79278. */
  79279. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79280. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79281. /**
  79282. * Gets a string identifying the name of the class
  79283. * @returns "TransformNode" string
  79284. */
  79285. getClassName(): string;
  79286. /**
  79287. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79288. */
  79289. position: Vector3;
  79290. /**
  79291. * 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)).
  79292. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79293. */
  79294. rotation: Vector3;
  79295. /**
  79296. * 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)).
  79297. */
  79298. scaling: Vector3;
  79299. /**
  79300. * 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).
  79301. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79302. */
  79303. rotationQuaternion: Nullable<Quaternion>;
  79304. /**
  79305. * The forward direction of that transform in world space.
  79306. */
  79307. readonly forward: Vector3;
  79308. /**
  79309. * The up direction of that transform in world space.
  79310. */
  79311. readonly up: Vector3;
  79312. /**
  79313. * The right direction of that transform in world space.
  79314. */
  79315. readonly right: Vector3;
  79316. /**
  79317. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79318. * @param matrix the matrix to copy the pose from
  79319. * @returns this TransformNode.
  79320. */
  79321. updatePoseMatrix(matrix: Matrix): TransformNode;
  79322. /**
  79323. * Returns the mesh Pose matrix.
  79324. * @returns the pose matrix
  79325. */
  79326. getPoseMatrix(): Matrix;
  79327. /** @hidden */
  79328. _isSynchronized(): boolean;
  79329. /** @hidden */
  79330. _initCache(): void;
  79331. /**
  79332. * Flag the transform node as dirty (Forcing it to update everything)
  79333. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79334. * @returns this transform node
  79335. */
  79336. markAsDirty(property: string): TransformNode;
  79337. /**
  79338. * Returns the current mesh absolute position.
  79339. * Returns a Vector3.
  79340. */
  79341. readonly absolutePosition: Vector3;
  79342. /**
  79343. * Returns the current mesh absolute scaling.
  79344. * Returns a Vector3.
  79345. */
  79346. readonly absoluteScaling: Vector3;
  79347. /**
  79348. * Returns the current mesh absolute rotation.
  79349. * Returns a Quaternion.
  79350. */
  79351. readonly absoluteRotationQuaternion: Quaternion;
  79352. /**
  79353. * Sets a new matrix to apply before all other transformation
  79354. * @param matrix defines the transform matrix
  79355. * @returns the current TransformNode
  79356. */
  79357. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79358. /**
  79359. * Sets a new pivot matrix to the current node
  79360. * @param matrix defines the new pivot matrix to use
  79361. * @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
  79362. * @returns the current TransformNode
  79363. */
  79364. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79365. /**
  79366. * Returns the mesh pivot matrix.
  79367. * Default : Identity.
  79368. * @returns the matrix
  79369. */
  79370. getPivotMatrix(): Matrix;
  79371. /**
  79372. * Instantiate (when possible) or clone that node with its hierarchy
  79373. * @param newParent defines the new parent to use for the instance (or clone)
  79374. * @returns an instance (or a clone) of the current node with its hiearchy
  79375. */
  79376. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79377. /**
  79378. * Prevents the World matrix to be computed any longer
  79379. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79380. * @returns the TransformNode.
  79381. */
  79382. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79383. /**
  79384. * Allows back the World matrix computation.
  79385. * @returns the TransformNode.
  79386. */
  79387. unfreezeWorldMatrix(): this;
  79388. /**
  79389. * True if the World matrix has been frozen.
  79390. */
  79391. readonly isWorldMatrixFrozen: boolean;
  79392. /**
  79393. * Retuns the mesh absolute position in the World.
  79394. * @returns a Vector3.
  79395. */
  79396. getAbsolutePosition(): Vector3;
  79397. /**
  79398. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79399. * @param absolutePosition the absolute position to set
  79400. * @returns the TransformNode.
  79401. */
  79402. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79403. /**
  79404. * Sets the mesh position in its local space.
  79405. * @param vector3 the position to set in localspace
  79406. * @returns the TransformNode.
  79407. */
  79408. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79409. /**
  79410. * Returns the mesh position in the local space from the current World matrix values.
  79411. * @returns a new Vector3.
  79412. */
  79413. getPositionExpressedInLocalSpace(): Vector3;
  79414. /**
  79415. * Translates the mesh along the passed Vector3 in its local space.
  79416. * @param vector3 the distance to translate in localspace
  79417. * @returns the TransformNode.
  79418. */
  79419. locallyTranslate(vector3: Vector3): TransformNode;
  79420. private static _lookAtVectorCache;
  79421. /**
  79422. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79423. * @param targetPoint the position (must be in same space as current mesh) to look at
  79424. * @param yawCor optional yaw (y-axis) correction in radians
  79425. * @param pitchCor optional pitch (x-axis) correction in radians
  79426. * @param rollCor optional roll (z-axis) correction in radians
  79427. * @param space the choosen space of the target
  79428. * @returns the TransformNode.
  79429. */
  79430. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79431. /**
  79432. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79433. * This Vector3 is expressed in the World space.
  79434. * @param localAxis axis to rotate
  79435. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79436. */
  79437. getDirection(localAxis: Vector3): Vector3;
  79438. /**
  79439. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79440. * localAxis is expressed in the mesh local space.
  79441. * result is computed in the Wordl space from the mesh World matrix.
  79442. * @param localAxis axis to rotate
  79443. * @param result the resulting transformnode
  79444. * @returns this TransformNode.
  79445. */
  79446. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79447. /**
  79448. * Sets this transform node rotation to the given local axis.
  79449. * @param localAxis the axis in local space
  79450. * @param yawCor optional yaw (y-axis) correction in radians
  79451. * @param pitchCor optional pitch (x-axis) correction in radians
  79452. * @param rollCor optional roll (z-axis) correction in radians
  79453. * @returns this TransformNode
  79454. */
  79455. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79456. /**
  79457. * Sets a new pivot point to the current node
  79458. * @param point defines the new pivot point to use
  79459. * @param space defines if the point is in world or local space (local by default)
  79460. * @returns the current TransformNode
  79461. */
  79462. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79463. /**
  79464. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79465. * @returns the pivot point
  79466. */
  79467. getPivotPoint(): Vector3;
  79468. /**
  79469. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79470. * @param result the vector3 to store the result
  79471. * @returns this TransformNode.
  79472. */
  79473. getPivotPointToRef(result: Vector3): TransformNode;
  79474. /**
  79475. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79476. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79477. */
  79478. getAbsolutePivotPoint(): Vector3;
  79479. /**
  79480. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79481. * @param result vector3 to store the result
  79482. * @returns this TransformNode.
  79483. */
  79484. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79485. /**
  79486. * Defines the passed node as the parent of the current node.
  79487. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79488. * @see https://doc.babylonjs.com/how_to/parenting
  79489. * @param node the node ot set as the parent
  79490. * @returns this TransformNode.
  79491. */
  79492. setParent(node: Nullable<Node>): TransformNode;
  79493. private _nonUniformScaling;
  79494. /**
  79495. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79496. */
  79497. readonly nonUniformScaling: boolean;
  79498. /** @hidden */
  79499. _updateNonUniformScalingState(value: boolean): boolean;
  79500. /**
  79501. * Attach the current TransformNode to another TransformNode associated with a bone
  79502. * @param bone Bone affecting the TransformNode
  79503. * @param affectedTransformNode TransformNode associated with the bone
  79504. * @returns this object
  79505. */
  79506. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79507. /**
  79508. * Detach the transform node if its associated with a bone
  79509. * @returns this object
  79510. */
  79511. detachFromBone(): TransformNode;
  79512. private static _rotationAxisCache;
  79513. /**
  79514. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79515. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79516. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79517. * The passed axis is also normalized.
  79518. * @param axis the axis to rotate around
  79519. * @param amount the amount to rotate in radians
  79520. * @param space Space to rotate in (Default: local)
  79521. * @returns the TransformNode.
  79522. */
  79523. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79524. /**
  79525. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79526. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79527. * The passed axis is also normalized. .
  79528. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79529. * @param point the point to rotate around
  79530. * @param axis the axis to rotate around
  79531. * @param amount the amount to rotate in radians
  79532. * @returns the TransformNode
  79533. */
  79534. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79535. /**
  79536. * Translates the mesh along the axis vector for the passed distance in the given space.
  79537. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79538. * @param axis the axis to translate in
  79539. * @param distance the distance to translate
  79540. * @param space Space to rotate in (Default: local)
  79541. * @returns the TransformNode.
  79542. */
  79543. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79544. /**
  79545. * Adds a rotation step to the mesh current rotation.
  79546. * x, y, z are Euler angles expressed in radians.
  79547. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79548. * This means this rotation is made in the mesh local space only.
  79549. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79550. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79551. * ```javascript
  79552. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79553. * ```
  79554. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79555. * 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.
  79556. * @param x Rotation to add
  79557. * @param y Rotation to add
  79558. * @param z Rotation to add
  79559. * @returns the TransformNode.
  79560. */
  79561. addRotation(x: number, y: number, z: number): TransformNode;
  79562. /**
  79563. * @hidden
  79564. */
  79565. protected _getEffectiveParent(): Nullable<Node>;
  79566. /**
  79567. * Computes the world matrix of the node
  79568. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79569. * @returns the world matrix
  79570. */
  79571. computeWorldMatrix(force?: boolean): Matrix;
  79572. protected _afterComputeWorldMatrix(): void;
  79573. /**
  79574. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79575. * @param func callback function to add
  79576. *
  79577. * @returns the TransformNode.
  79578. */
  79579. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79580. /**
  79581. * Removes a registered callback function.
  79582. * @param func callback function to remove
  79583. * @returns the TransformNode.
  79584. */
  79585. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79586. /**
  79587. * Gets the position of the current mesh in camera space
  79588. * @param camera defines the camera to use
  79589. * @returns a position
  79590. */
  79591. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79592. /**
  79593. * Returns the distance from the mesh to the active camera
  79594. * @param camera defines the camera to use
  79595. * @returns the distance
  79596. */
  79597. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79598. /**
  79599. * Clone the current transform node
  79600. * @param name Name of the new clone
  79601. * @param newParent New parent for the clone
  79602. * @param doNotCloneChildren Do not clone children hierarchy
  79603. * @returns the new transform node
  79604. */
  79605. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79606. /**
  79607. * Serializes the objects information.
  79608. * @param currentSerializationObject defines the object to serialize in
  79609. * @returns the serialized object
  79610. */
  79611. serialize(currentSerializationObject?: any): any;
  79612. /**
  79613. * Returns a new TransformNode object parsed from the source provided.
  79614. * @param parsedTransformNode is the source.
  79615. * @param scene the scne the object belongs to
  79616. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79617. * @returns a new TransformNode object parsed from the source provided.
  79618. */
  79619. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79620. /**
  79621. * Get all child-transformNodes of this node
  79622. * @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
  79623. * @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
  79624. * @returns an array of TransformNode
  79625. */
  79626. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79627. /**
  79628. * Releases resources associated with this transform node.
  79629. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79630. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79631. */
  79632. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79633. /**
  79634. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79635. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79636. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79637. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79638. * @returns the current mesh
  79639. */
  79640. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79641. private _syncAbsoluteScalingAndRotation;
  79642. }
  79643. }
  79644. declare module BABYLON {
  79645. /**
  79646. * Defines the types of pose enabled controllers that are supported
  79647. */
  79648. export enum PoseEnabledControllerType {
  79649. /**
  79650. * HTC Vive
  79651. */
  79652. VIVE = 0,
  79653. /**
  79654. * Oculus Rift
  79655. */
  79656. OCULUS = 1,
  79657. /**
  79658. * Windows mixed reality
  79659. */
  79660. WINDOWS = 2,
  79661. /**
  79662. * Samsung gear VR
  79663. */
  79664. GEAR_VR = 3,
  79665. /**
  79666. * Google Daydream
  79667. */
  79668. DAYDREAM = 4,
  79669. /**
  79670. * Generic
  79671. */
  79672. GENERIC = 5
  79673. }
  79674. /**
  79675. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79676. */
  79677. export interface MutableGamepadButton {
  79678. /**
  79679. * Value of the button/trigger
  79680. */
  79681. value: number;
  79682. /**
  79683. * If the button/trigger is currently touched
  79684. */
  79685. touched: boolean;
  79686. /**
  79687. * If the button/trigger is currently pressed
  79688. */
  79689. pressed: boolean;
  79690. }
  79691. /**
  79692. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79693. * @hidden
  79694. */
  79695. export interface ExtendedGamepadButton extends GamepadButton {
  79696. /**
  79697. * If the button/trigger is currently pressed
  79698. */
  79699. readonly pressed: boolean;
  79700. /**
  79701. * If the button/trigger is currently touched
  79702. */
  79703. readonly touched: boolean;
  79704. /**
  79705. * Value of the button/trigger
  79706. */
  79707. readonly value: number;
  79708. }
  79709. /** @hidden */
  79710. export interface _GamePadFactory {
  79711. /**
  79712. * Returns wether or not the current gamepad can be created for this type of controller.
  79713. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79714. * @returns true if it can be created, otherwise false
  79715. */
  79716. canCreate(gamepadInfo: any): boolean;
  79717. /**
  79718. * Creates a new instance of the Gamepad.
  79719. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79720. * @returns the new gamepad instance
  79721. */
  79722. create(gamepadInfo: any): Gamepad;
  79723. }
  79724. /**
  79725. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79726. */
  79727. export class PoseEnabledControllerHelper {
  79728. /** @hidden */
  79729. static _ControllerFactories: _GamePadFactory[];
  79730. /** @hidden */
  79731. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79732. /**
  79733. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79734. * @param vrGamepad the gamepad to initialized
  79735. * @returns a vr controller of the type the gamepad identified as
  79736. */
  79737. static InitiateController(vrGamepad: any): Gamepad;
  79738. }
  79739. /**
  79740. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79741. */
  79742. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79743. /**
  79744. * If the controller is used in a webXR session
  79745. */
  79746. isXR: boolean;
  79747. private _deviceRoomPosition;
  79748. private _deviceRoomRotationQuaternion;
  79749. /**
  79750. * The device position in babylon space
  79751. */
  79752. devicePosition: Vector3;
  79753. /**
  79754. * The device rotation in babylon space
  79755. */
  79756. deviceRotationQuaternion: Quaternion;
  79757. /**
  79758. * The scale factor of the device in babylon space
  79759. */
  79760. deviceScaleFactor: number;
  79761. /**
  79762. * (Likely devicePosition should be used instead) The device position in its room space
  79763. */
  79764. position: Vector3;
  79765. /**
  79766. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79767. */
  79768. rotationQuaternion: Quaternion;
  79769. /**
  79770. * The type of controller (Eg. Windows mixed reality)
  79771. */
  79772. controllerType: PoseEnabledControllerType;
  79773. protected _calculatedPosition: Vector3;
  79774. private _calculatedRotation;
  79775. /**
  79776. * The raw pose from the device
  79777. */
  79778. rawPose: DevicePose;
  79779. private _trackPosition;
  79780. private _maxRotationDistFromHeadset;
  79781. private _draggedRoomRotation;
  79782. /**
  79783. * @hidden
  79784. */
  79785. _disableTrackPosition(fixedPosition: Vector3): void;
  79786. /**
  79787. * Internal, the mesh attached to the controller
  79788. * @hidden
  79789. */
  79790. _mesh: Nullable<AbstractMesh>;
  79791. private _poseControlledCamera;
  79792. private _leftHandSystemQuaternion;
  79793. /**
  79794. * Internal, matrix used to convert room space to babylon space
  79795. * @hidden
  79796. */
  79797. _deviceToWorld: Matrix;
  79798. /**
  79799. * Node to be used when casting a ray from the controller
  79800. * @hidden
  79801. */
  79802. _pointingPoseNode: Nullable<TransformNode>;
  79803. /**
  79804. * Name of the child mesh that can be used to cast a ray from the controller
  79805. */
  79806. static readonly POINTING_POSE: string;
  79807. /**
  79808. * Creates a new PoseEnabledController from a gamepad
  79809. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79810. */
  79811. constructor(browserGamepad: any);
  79812. private _workingMatrix;
  79813. /**
  79814. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79815. */
  79816. update(): void;
  79817. /**
  79818. * Updates only the pose device and mesh without doing any button event checking
  79819. */
  79820. protected _updatePoseAndMesh(): void;
  79821. /**
  79822. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79823. * @param poseData raw pose fromthe device
  79824. */
  79825. updateFromDevice(poseData: DevicePose): void;
  79826. /**
  79827. * @hidden
  79828. */
  79829. _meshAttachedObservable: Observable<AbstractMesh>;
  79830. /**
  79831. * Attaches a mesh to the controller
  79832. * @param mesh the mesh to be attached
  79833. */
  79834. attachToMesh(mesh: AbstractMesh): void;
  79835. /**
  79836. * Attaches the controllers mesh to a camera
  79837. * @param camera the camera the mesh should be attached to
  79838. */
  79839. attachToPoseControlledCamera(camera: TargetCamera): void;
  79840. /**
  79841. * Disposes of the controller
  79842. */
  79843. dispose(): void;
  79844. /**
  79845. * The mesh that is attached to the controller
  79846. */
  79847. readonly mesh: Nullable<AbstractMesh>;
  79848. /**
  79849. * Gets the ray of the controller in the direction the controller is pointing
  79850. * @param length the length the resulting ray should be
  79851. * @returns a ray in the direction the controller is pointing
  79852. */
  79853. getForwardRay(length?: number): Ray;
  79854. }
  79855. }
  79856. declare module BABYLON {
  79857. /**
  79858. * Defines the WebVRController object that represents controllers tracked in 3D space
  79859. */
  79860. export abstract class WebVRController extends PoseEnabledController {
  79861. /**
  79862. * Internal, the default controller model for the controller
  79863. */
  79864. protected _defaultModel: AbstractMesh;
  79865. /**
  79866. * Fired when the trigger state has changed
  79867. */
  79868. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79869. /**
  79870. * Fired when the main button state has changed
  79871. */
  79872. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79873. /**
  79874. * Fired when the secondary button state has changed
  79875. */
  79876. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79877. /**
  79878. * Fired when the pad state has changed
  79879. */
  79880. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79881. /**
  79882. * Fired when controllers stick values have changed
  79883. */
  79884. onPadValuesChangedObservable: Observable<StickValues>;
  79885. /**
  79886. * Array of button availible on the controller
  79887. */
  79888. protected _buttons: Array<MutableGamepadButton>;
  79889. private _onButtonStateChange;
  79890. /**
  79891. * Fired when a controller button's state has changed
  79892. * @param callback the callback containing the button that was modified
  79893. */
  79894. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79895. /**
  79896. * X and Y axis corresponding to the controllers joystick
  79897. */
  79898. pad: StickValues;
  79899. /**
  79900. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79901. */
  79902. hand: string;
  79903. /**
  79904. * The default controller model for the controller
  79905. */
  79906. readonly defaultModel: AbstractMesh;
  79907. /**
  79908. * Creates a new WebVRController from a gamepad
  79909. * @param vrGamepad the gamepad that the WebVRController should be created from
  79910. */
  79911. constructor(vrGamepad: any);
  79912. /**
  79913. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79914. */
  79915. update(): void;
  79916. /**
  79917. * Function to be called when a button is modified
  79918. */
  79919. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79920. /**
  79921. * Loads a mesh and attaches it to the controller
  79922. * @param scene the scene the mesh should be added to
  79923. * @param meshLoaded callback for when the mesh has been loaded
  79924. */
  79925. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79926. private _setButtonValue;
  79927. private _changes;
  79928. private _checkChanges;
  79929. /**
  79930. * Disposes of th webVRCOntroller
  79931. */
  79932. dispose(): void;
  79933. }
  79934. }
  79935. declare module BABYLON {
  79936. /**
  79937. * The HemisphericLight simulates the ambient environment light,
  79938. * so the passed direction is the light reflection direction, not the incoming direction.
  79939. */
  79940. export class HemisphericLight extends Light {
  79941. /**
  79942. * The groundColor is the light in the opposite direction to the one specified during creation.
  79943. * 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.
  79944. */
  79945. groundColor: Color3;
  79946. /**
  79947. * The light reflection direction, not the incoming direction.
  79948. */
  79949. direction: Vector3;
  79950. /**
  79951. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79952. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79953. * The HemisphericLight can't cast shadows.
  79954. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79955. * @param name The friendly name of the light
  79956. * @param direction The direction of the light reflection
  79957. * @param scene The scene the light belongs to
  79958. */
  79959. constructor(name: string, direction: Vector3, scene: Scene);
  79960. protected _buildUniformLayout(): void;
  79961. /**
  79962. * Returns the string "HemisphericLight".
  79963. * @return The class name
  79964. */
  79965. getClassName(): string;
  79966. /**
  79967. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79968. * Returns the updated direction.
  79969. * @param target The target the direction should point to
  79970. * @return The computed direction
  79971. */
  79972. setDirectionToTarget(target: Vector3): Vector3;
  79973. /**
  79974. * Returns the shadow generator associated to the light.
  79975. * @returns Always null for hemispheric lights because it does not support shadows.
  79976. */
  79977. getShadowGenerator(): Nullable<IShadowGenerator>;
  79978. /**
  79979. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79980. * @param effect The effect to update
  79981. * @param lightIndex The index of the light in the effect to update
  79982. * @returns The hemispheric light
  79983. */
  79984. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79985. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  79986. /**
  79987. * Computes the world matrix of the node
  79988. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79989. * @param useWasUpdatedFlag defines a reserved property
  79990. * @returns the world matrix
  79991. */
  79992. computeWorldMatrix(): Matrix;
  79993. /**
  79994. * Returns the integer 3.
  79995. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79996. */
  79997. getTypeID(): number;
  79998. /**
  79999. * Prepares the list of defines specific to the light type.
  80000. * @param defines the list of defines
  80001. * @param lightIndex defines the index of the light for the effect
  80002. */
  80003. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80004. }
  80005. }
  80006. declare module BABYLON {
  80007. /** @hidden */
  80008. export var vrMultiviewToSingleviewPixelShader: {
  80009. name: string;
  80010. shader: string;
  80011. };
  80012. }
  80013. declare module BABYLON {
  80014. /**
  80015. * Renders to multiple views with a single draw call
  80016. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80017. */
  80018. export class MultiviewRenderTarget extends RenderTargetTexture {
  80019. /**
  80020. * Creates a multiview render target
  80021. * @param scene scene used with the render target
  80022. * @param size the size of the render target (used for each view)
  80023. */
  80024. constructor(scene: Scene, size?: number | {
  80025. width: number;
  80026. height: number;
  80027. } | {
  80028. ratio: number;
  80029. });
  80030. /**
  80031. * @hidden
  80032. * @param faceIndex the face index, if its a cube texture
  80033. */
  80034. _bindFrameBuffer(faceIndex?: number): void;
  80035. /**
  80036. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80037. * @returns the view count
  80038. */
  80039. getViewCount(): number;
  80040. }
  80041. }
  80042. declare module BABYLON {
  80043. /**
  80044. * Reprasents a camera frustum
  80045. */
  80046. export class Frustum {
  80047. /**
  80048. * Gets the planes representing the frustum
  80049. * @param transform matrix to be applied to the returned planes
  80050. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80051. */
  80052. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80053. /**
  80054. * Gets the near frustum plane transformed by the transform matrix
  80055. * @param transform transformation matrix to be applied to the resulting frustum plane
  80056. * @param frustumPlane the resuling frustum plane
  80057. */
  80058. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80059. /**
  80060. * Gets the far frustum plane transformed by the transform matrix
  80061. * @param transform transformation matrix to be applied to the resulting frustum plane
  80062. * @param frustumPlane the resuling frustum plane
  80063. */
  80064. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80065. /**
  80066. * Gets the left frustum plane transformed by the transform matrix
  80067. * @param transform transformation matrix to be applied to the resulting frustum plane
  80068. * @param frustumPlane the resuling frustum plane
  80069. */
  80070. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80071. /**
  80072. * Gets the right frustum plane transformed by the transform matrix
  80073. * @param transform transformation matrix to be applied to the resulting frustum plane
  80074. * @param frustumPlane the resuling frustum plane
  80075. */
  80076. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80077. /**
  80078. * Gets the top frustum plane transformed by the transform matrix
  80079. * @param transform transformation matrix to be applied to the resulting frustum plane
  80080. * @param frustumPlane the resuling frustum plane
  80081. */
  80082. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80083. /**
  80084. * Gets the bottom frustum plane transformed by the transform matrix
  80085. * @param transform transformation matrix to be applied to the resulting frustum plane
  80086. * @param frustumPlane the resuling frustum plane
  80087. */
  80088. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80089. /**
  80090. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80091. * @param transform transformation matrix to be applied to the resulting frustum planes
  80092. * @param frustumPlanes the resuling frustum planes
  80093. */
  80094. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80095. }
  80096. }
  80097. declare module BABYLON {
  80098. interface Engine {
  80099. /**
  80100. * Creates a new multiview render target
  80101. * @param width defines the width of the texture
  80102. * @param height defines the height of the texture
  80103. * @returns the created multiview texture
  80104. */
  80105. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80106. /**
  80107. * Binds a multiview framebuffer to be drawn to
  80108. * @param multiviewTexture texture to bind
  80109. */
  80110. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80111. }
  80112. interface Camera {
  80113. /**
  80114. * @hidden
  80115. * 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)
  80116. */
  80117. _useMultiviewToSingleView: boolean;
  80118. /**
  80119. * @hidden
  80120. * 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)
  80121. */
  80122. _multiviewTexture: Nullable<RenderTargetTexture>;
  80123. /**
  80124. * @hidden
  80125. * ensures the multiview texture of the camera exists and has the specified width/height
  80126. * @param width height to set on the multiview texture
  80127. * @param height width to set on the multiview texture
  80128. */
  80129. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80130. }
  80131. interface Scene {
  80132. /** @hidden */
  80133. _transformMatrixR: Matrix;
  80134. /** @hidden */
  80135. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80136. /** @hidden */
  80137. _createMultiviewUbo(): void;
  80138. /** @hidden */
  80139. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80140. /** @hidden */
  80141. _renderMultiviewToSingleView(camera: Camera): void;
  80142. }
  80143. }
  80144. declare module BABYLON {
  80145. /**
  80146. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80147. * This will not be used for webXR as it supports displaying texture arrays directly
  80148. */
  80149. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80150. /**
  80151. * Initializes a VRMultiviewToSingleview
  80152. * @param name name of the post process
  80153. * @param camera camera to be applied to
  80154. * @param scaleFactor scaling factor to the size of the output texture
  80155. */
  80156. constructor(name: string, camera: Camera, scaleFactor: number);
  80157. }
  80158. }
  80159. declare module BABYLON {
  80160. interface Engine {
  80161. /** @hidden */
  80162. _vrDisplay: any;
  80163. /** @hidden */
  80164. _vrSupported: boolean;
  80165. /** @hidden */
  80166. _oldSize: Size;
  80167. /** @hidden */
  80168. _oldHardwareScaleFactor: number;
  80169. /** @hidden */
  80170. _vrExclusivePointerMode: boolean;
  80171. /** @hidden */
  80172. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80173. /** @hidden */
  80174. _onVRDisplayPointerRestricted: () => void;
  80175. /** @hidden */
  80176. _onVRDisplayPointerUnrestricted: () => void;
  80177. /** @hidden */
  80178. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80179. /** @hidden */
  80180. _onVrDisplayDisconnect: Nullable<() => void>;
  80181. /** @hidden */
  80182. _onVrDisplayPresentChange: Nullable<() => void>;
  80183. /**
  80184. * Observable signaled when VR display mode changes
  80185. */
  80186. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80187. /**
  80188. * Observable signaled when VR request present is complete
  80189. */
  80190. onVRRequestPresentComplete: Observable<boolean>;
  80191. /**
  80192. * Observable signaled when VR request present starts
  80193. */
  80194. onVRRequestPresentStart: Observable<Engine>;
  80195. /**
  80196. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80197. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80198. */
  80199. isInVRExclusivePointerMode: boolean;
  80200. /**
  80201. * Gets a boolean indicating if a webVR device was detected
  80202. * @returns true if a webVR device was detected
  80203. */
  80204. isVRDevicePresent(): boolean;
  80205. /**
  80206. * Gets the current webVR device
  80207. * @returns the current webVR device (or null)
  80208. */
  80209. getVRDevice(): any;
  80210. /**
  80211. * Initializes a webVR display and starts listening to display change events
  80212. * The onVRDisplayChangedObservable will be notified upon these changes
  80213. * @returns A promise containing a VRDisplay and if vr is supported
  80214. */
  80215. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80216. /** @hidden */
  80217. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80218. /**
  80219. * Call this function to switch to webVR mode
  80220. * Will do nothing if webVR is not supported or if there is no webVR device
  80221. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80222. */
  80223. enableVR(): void;
  80224. /** @hidden */
  80225. _onVRFullScreenTriggered(): void;
  80226. }
  80227. }
  80228. declare module BABYLON {
  80229. /**
  80230. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80231. * IMPORTANT!! The data is right-hand data.
  80232. * @export
  80233. * @interface DevicePose
  80234. */
  80235. export interface DevicePose {
  80236. /**
  80237. * The position of the device, values in array are [x,y,z].
  80238. */
  80239. readonly position: Nullable<Float32Array>;
  80240. /**
  80241. * The linearVelocity of the device, values in array are [x,y,z].
  80242. */
  80243. readonly linearVelocity: Nullable<Float32Array>;
  80244. /**
  80245. * The linearAcceleration of the device, values in array are [x,y,z].
  80246. */
  80247. readonly linearAcceleration: Nullable<Float32Array>;
  80248. /**
  80249. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80250. */
  80251. readonly orientation: Nullable<Float32Array>;
  80252. /**
  80253. * The angularVelocity of the device, values in array are [x,y,z].
  80254. */
  80255. readonly angularVelocity: Nullable<Float32Array>;
  80256. /**
  80257. * The angularAcceleration of the device, values in array are [x,y,z].
  80258. */
  80259. readonly angularAcceleration: Nullable<Float32Array>;
  80260. }
  80261. /**
  80262. * Interface representing a pose controlled object in Babylon.
  80263. * A pose controlled object has both regular pose values as well as pose values
  80264. * from an external device such as a VR head mounted display
  80265. */
  80266. export interface PoseControlled {
  80267. /**
  80268. * The position of the object in babylon space.
  80269. */
  80270. position: Vector3;
  80271. /**
  80272. * The rotation quaternion of the object in babylon space.
  80273. */
  80274. rotationQuaternion: Quaternion;
  80275. /**
  80276. * The position of the device in babylon space.
  80277. */
  80278. devicePosition?: Vector3;
  80279. /**
  80280. * The rotation quaternion of the device in babylon space.
  80281. */
  80282. deviceRotationQuaternion: Quaternion;
  80283. /**
  80284. * The raw pose coming from the device.
  80285. */
  80286. rawPose: Nullable<DevicePose>;
  80287. /**
  80288. * The scale of the device to be used when translating from device space to babylon space.
  80289. */
  80290. deviceScaleFactor: number;
  80291. /**
  80292. * Updates the poseControlled values based on the input device pose.
  80293. * @param poseData the pose data to update the object with
  80294. */
  80295. updateFromDevice(poseData: DevicePose): void;
  80296. }
  80297. /**
  80298. * Set of options to customize the webVRCamera
  80299. */
  80300. export interface WebVROptions {
  80301. /**
  80302. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80303. */
  80304. trackPosition?: boolean;
  80305. /**
  80306. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80307. */
  80308. positionScale?: number;
  80309. /**
  80310. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80311. */
  80312. displayName?: string;
  80313. /**
  80314. * Should the native controller meshes be initialized. (default: true)
  80315. */
  80316. controllerMeshes?: boolean;
  80317. /**
  80318. * Creating a default HemiLight only on controllers. (default: true)
  80319. */
  80320. defaultLightingOnControllers?: boolean;
  80321. /**
  80322. * If you don't want to use the default VR button of the helper. (default: false)
  80323. */
  80324. useCustomVRButton?: boolean;
  80325. /**
  80326. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80327. */
  80328. customVRButton?: HTMLButtonElement;
  80329. /**
  80330. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80331. */
  80332. rayLength?: number;
  80333. /**
  80334. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80335. */
  80336. defaultHeight?: number;
  80337. /**
  80338. * If multiview should be used if availible (default: false)
  80339. */
  80340. useMultiview?: boolean;
  80341. }
  80342. /**
  80343. * This represents a WebVR camera.
  80344. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80345. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80346. */
  80347. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80348. private webVROptions;
  80349. /**
  80350. * @hidden
  80351. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80352. */
  80353. _vrDevice: any;
  80354. /**
  80355. * The rawPose of the vrDevice.
  80356. */
  80357. rawPose: Nullable<DevicePose>;
  80358. private _onVREnabled;
  80359. private _specsVersion;
  80360. private _attached;
  80361. private _frameData;
  80362. protected _descendants: Array<Node>;
  80363. private _deviceRoomPosition;
  80364. /** @hidden */
  80365. _deviceRoomRotationQuaternion: Quaternion;
  80366. private _standingMatrix;
  80367. /**
  80368. * Represents device position in babylon space.
  80369. */
  80370. devicePosition: Vector3;
  80371. /**
  80372. * Represents device rotation in babylon space.
  80373. */
  80374. deviceRotationQuaternion: Quaternion;
  80375. /**
  80376. * The scale of the device to be used when translating from device space to babylon space.
  80377. */
  80378. deviceScaleFactor: number;
  80379. private _deviceToWorld;
  80380. private _worldToDevice;
  80381. /**
  80382. * References to the webVR controllers for the vrDevice.
  80383. */
  80384. controllers: Array<WebVRController>;
  80385. /**
  80386. * Emits an event when a controller is attached.
  80387. */
  80388. onControllersAttachedObservable: Observable<WebVRController[]>;
  80389. /**
  80390. * Emits an event when a controller's mesh has been loaded;
  80391. */
  80392. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80393. /**
  80394. * Emits an event when the HMD's pose has been updated.
  80395. */
  80396. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80397. private _poseSet;
  80398. /**
  80399. * If the rig cameras be used as parent instead of this camera.
  80400. */
  80401. rigParenting: boolean;
  80402. private _lightOnControllers;
  80403. private _defaultHeight?;
  80404. /**
  80405. * Instantiates a WebVRFreeCamera.
  80406. * @param name The name of the WebVRFreeCamera
  80407. * @param position The starting anchor position for the camera
  80408. * @param scene The scene the camera belongs to
  80409. * @param webVROptions a set of customizable options for the webVRCamera
  80410. */
  80411. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80412. /**
  80413. * Gets the device distance from the ground in meters.
  80414. * @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.
  80415. */
  80416. deviceDistanceToRoomGround(): number;
  80417. /**
  80418. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80419. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80420. */
  80421. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80422. /**
  80423. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80424. * @returns A promise with a boolean set to if the standing matrix is supported.
  80425. */
  80426. useStandingMatrixAsync(): Promise<boolean>;
  80427. /**
  80428. * Disposes the camera
  80429. */
  80430. dispose(): void;
  80431. /**
  80432. * Gets a vrController by name.
  80433. * @param name The name of the controller to retreive
  80434. * @returns the controller matching the name specified or null if not found
  80435. */
  80436. getControllerByName(name: string): Nullable<WebVRController>;
  80437. private _leftController;
  80438. /**
  80439. * The controller corresponding to the users left hand.
  80440. */
  80441. readonly leftController: Nullable<WebVRController>;
  80442. private _rightController;
  80443. /**
  80444. * The controller corresponding to the users right hand.
  80445. */
  80446. readonly rightController: Nullable<WebVRController>;
  80447. /**
  80448. * Casts a ray forward from the vrCamera's gaze.
  80449. * @param length Length of the ray (default: 100)
  80450. * @returns the ray corresponding to the gaze
  80451. */
  80452. getForwardRay(length?: number): Ray;
  80453. /**
  80454. * @hidden
  80455. * Updates the camera based on device's frame data
  80456. */
  80457. _checkInputs(): void;
  80458. /**
  80459. * Updates the poseControlled values based on the input device pose.
  80460. * @param poseData Pose coming from the device
  80461. */
  80462. updateFromDevice(poseData: DevicePose): void;
  80463. private _htmlElementAttached;
  80464. private _detachIfAttached;
  80465. /**
  80466. * WebVR's attach control will start broadcasting frames to the device.
  80467. * Note that in certain browsers (chrome for example) this function must be called
  80468. * within a user-interaction callback. Example:
  80469. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80470. *
  80471. * @param element html element to attach the vrDevice to
  80472. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80473. */
  80474. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80475. /**
  80476. * Detaches the camera from the html element and disables VR
  80477. *
  80478. * @param element html element to detach from
  80479. */
  80480. detachControl(element: HTMLElement): void;
  80481. /**
  80482. * @returns the name of this class
  80483. */
  80484. getClassName(): string;
  80485. /**
  80486. * Calls resetPose on the vrDisplay
  80487. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80488. */
  80489. resetToCurrentRotation(): void;
  80490. /**
  80491. * @hidden
  80492. * Updates the rig cameras (left and right eye)
  80493. */
  80494. _updateRigCameras(): void;
  80495. private _workingVector;
  80496. private _oneVector;
  80497. private _workingMatrix;
  80498. private updateCacheCalled;
  80499. private _correctPositionIfNotTrackPosition;
  80500. /**
  80501. * @hidden
  80502. * Updates the cached values of the camera
  80503. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80504. */
  80505. _updateCache(ignoreParentClass?: boolean): void;
  80506. /**
  80507. * @hidden
  80508. * Get current device position in babylon world
  80509. */
  80510. _computeDevicePosition(): void;
  80511. /**
  80512. * Updates the current device position and rotation in the babylon world
  80513. */
  80514. update(): void;
  80515. /**
  80516. * @hidden
  80517. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80518. * @returns an identity matrix
  80519. */
  80520. _getViewMatrix(): Matrix;
  80521. private _tmpMatrix;
  80522. /**
  80523. * This function is called by the two RIG cameras.
  80524. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80525. * @hidden
  80526. */
  80527. _getWebVRViewMatrix(): Matrix;
  80528. /** @hidden */
  80529. _getWebVRProjectionMatrix(): Matrix;
  80530. private _onGamepadConnectedObserver;
  80531. private _onGamepadDisconnectedObserver;
  80532. private _updateCacheWhenTrackingDisabledObserver;
  80533. /**
  80534. * Initializes the controllers and their meshes
  80535. */
  80536. initControllers(): void;
  80537. }
  80538. }
  80539. declare module BABYLON {
  80540. /**
  80541. * Size options for a post process
  80542. */
  80543. export type PostProcessOptions = {
  80544. width: number;
  80545. height: number;
  80546. };
  80547. /**
  80548. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80549. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80550. */
  80551. export class PostProcess {
  80552. /** Name of the PostProcess. */
  80553. name: string;
  80554. /**
  80555. * Gets or sets the unique id of the post process
  80556. */
  80557. uniqueId: number;
  80558. /**
  80559. * Width of the texture to apply the post process on
  80560. */
  80561. width: number;
  80562. /**
  80563. * Height of the texture to apply the post process on
  80564. */
  80565. height: number;
  80566. /**
  80567. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80568. * @hidden
  80569. */
  80570. _outputTexture: Nullable<InternalTexture>;
  80571. /**
  80572. * Sampling mode used by the shader
  80573. * See https://doc.babylonjs.com/classes/3.1/texture
  80574. */
  80575. renderTargetSamplingMode: number;
  80576. /**
  80577. * Clear color to use when screen clearing
  80578. */
  80579. clearColor: Color4;
  80580. /**
  80581. * If the buffer needs to be cleared before applying the post process. (default: true)
  80582. * Should be set to false if shader will overwrite all previous pixels.
  80583. */
  80584. autoClear: boolean;
  80585. /**
  80586. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80587. */
  80588. alphaMode: number;
  80589. /**
  80590. * Sets the setAlphaBlendConstants of the babylon engine
  80591. */
  80592. alphaConstants: Color4;
  80593. /**
  80594. * Animations to be used for the post processing
  80595. */
  80596. animations: Animation[];
  80597. /**
  80598. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80599. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80600. */
  80601. enablePixelPerfectMode: boolean;
  80602. /**
  80603. * Force the postprocess to be applied without taking in account viewport
  80604. */
  80605. forceFullscreenViewport: boolean;
  80606. /**
  80607. * List of inspectable custom properties (used by the Inspector)
  80608. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80609. */
  80610. inspectableCustomProperties: IInspectable[];
  80611. /**
  80612. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80613. *
  80614. * | Value | Type | Description |
  80615. * | ----- | ----------------------------------- | ----------- |
  80616. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80617. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80618. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80619. *
  80620. */
  80621. scaleMode: number;
  80622. /**
  80623. * Force textures to be a power of two (default: false)
  80624. */
  80625. alwaysForcePOT: boolean;
  80626. private _samples;
  80627. /**
  80628. * Number of sample textures (default: 1)
  80629. */
  80630. samples: number;
  80631. /**
  80632. * Modify the scale of the post process to be the same as the viewport (default: false)
  80633. */
  80634. adaptScaleToCurrentViewport: boolean;
  80635. private _camera;
  80636. private _scene;
  80637. private _engine;
  80638. private _options;
  80639. private _reusable;
  80640. private _textureType;
  80641. /**
  80642. * Smart array of input and output textures for the post process.
  80643. * @hidden
  80644. */
  80645. _textures: SmartArray<InternalTexture>;
  80646. /**
  80647. * The index in _textures that corresponds to the output texture.
  80648. * @hidden
  80649. */
  80650. _currentRenderTextureInd: number;
  80651. private _effect;
  80652. private _samplers;
  80653. private _fragmentUrl;
  80654. private _vertexUrl;
  80655. private _parameters;
  80656. private _scaleRatio;
  80657. protected _indexParameters: any;
  80658. private _shareOutputWithPostProcess;
  80659. private _texelSize;
  80660. private _forcedOutputTexture;
  80661. /**
  80662. * Returns the fragment url or shader name used in the post process.
  80663. * @returns the fragment url or name in the shader store.
  80664. */
  80665. getEffectName(): string;
  80666. /**
  80667. * An event triggered when the postprocess is activated.
  80668. */
  80669. onActivateObservable: Observable<Camera>;
  80670. private _onActivateObserver;
  80671. /**
  80672. * A function that is added to the onActivateObservable
  80673. */
  80674. onActivate: Nullable<(camera: Camera) => void>;
  80675. /**
  80676. * An event triggered when the postprocess changes its size.
  80677. */
  80678. onSizeChangedObservable: Observable<PostProcess>;
  80679. private _onSizeChangedObserver;
  80680. /**
  80681. * A function that is added to the onSizeChangedObservable
  80682. */
  80683. onSizeChanged: (postProcess: PostProcess) => void;
  80684. /**
  80685. * An event triggered when the postprocess applies its effect.
  80686. */
  80687. onApplyObservable: Observable<Effect>;
  80688. private _onApplyObserver;
  80689. /**
  80690. * A function that is added to the onApplyObservable
  80691. */
  80692. onApply: (effect: Effect) => void;
  80693. /**
  80694. * An event triggered before rendering the postprocess
  80695. */
  80696. onBeforeRenderObservable: Observable<Effect>;
  80697. private _onBeforeRenderObserver;
  80698. /**
  80699. * A function that is added to the onBeforeRenderObservable
  80700. */
  80701. onBeforeRender: (effect: Effect) => void;
  80702. /**
  80703. * An event triggered after rendering the postprocess
  80704. */
  80705. onAfterRenderObservable: Observable<Effect>;
  80706. private _onAfterRenderObserver;
  80707. /**
  80708. * A function that is added to the onAfterRenderObservable
  80709. */
  80710. onAfterRender: (efect: Effect) => void;
  80711. /**
  80712. * 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
  80713. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80714. */
  80715. inputTexture: InternalTexture;
  80716. /**
  80717. * Gets the camera which post process is applied to.
  80718. * @returns The camera the post process is applied to.
  80719. */
  80720. getCamera(): Camera;
  80721. /**
  80722. * Gets the texel size of the postprocess.
  80723. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80724. */
  80725. readonly texelSize: Vector2;
  80726. /**
  80727. * Creates a new instance PostProcess
  80728. * @param name The name of the PostProcess.
  80729. * @param fragmentUrl The url of the fragment shader to be used.
  80730. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80731. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80732. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80733. * @param camera The camera to apply the render pass to.
  80734. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80735. * @param engine The engine which the post process will be applied. (default: current engine)
  80736. * @param reusable If the post process can be reused on the same frame. (default: false)
  80737. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80738. * @param textureType Type of textures used when performing the post process. (default: 0)
  80739. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80740. * @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
  80741. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80742. */
  80743. constructor(
  80744. /** Name of the PostProcess. */
  80745. 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);
  80746. /**
  80747. * Gets a string idenfifying the name of the class
  80748. * @returns "PostProcess" string
  80749. */
  80750. getClassName(): string;
  80751. /**
  80752. * Gets the engine which this post process belongs to.
  80753. * @returns The engine the post process was enabled with.
  80754. */
  80755. getEngine(): Engine;
  80756. /**
  80757. * The effect that is created when initializing the post process.
  80758. * @returns The created effect corresponding the the postprocess.
  80759. */
  80760. getEffect(): Effect;
  80761. /**
  80762. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80763. * @param postProcess The post process to share the output with.
  80764. * @returns This post process.
  80765. */
  80766. shareOutputWith(postProcess: PostProcess): PostProcess;
  80767. /**
  80768. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80769. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80770. */
  80771. useOwnOutput(): void;
  80772. /**
  80773. * Updates the effect with the current post process compile time values and recompiles the shader.
  80774. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80775. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80776. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80777. * @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
  80778. * @param onCompiled Called when the shader has been compiled.
  80779. * @param onError Called if there is an error when compiling a shader.
  80780. */
  80781. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80782. /**
  80783. * The post process is reusable if it can be used multiple times within one frame.
  80784. * @returns If the post process is reusable
  80785. */
  80786. isReusable(): boolean;
  80787. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80788. markTextureDirty(): void;
  80789. /**
  80790. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80791. * 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.
  80792. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80793. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80794. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80795. * @returns The target texture that was bound to be written to.
  80796. */
  80797. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80798. /**
  80799. * If the post process is supported.
  80800. */
  80801. readonly isSupported: boolean;
  80802. /**
  80803. * The aspect ratio of the output texture.
  80804. */
  80805. readonly aspectRatio: number;
  80806. /**
  80807. * Get a value indicating if the post-process is ready to be used
  80808. * @returns true if the post-process is ready (shader is compiled)
  80809. */
  80810. isReady(): boolean;
  80811. /**
  80812. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80813. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80814. */
  80815. apply(): Nullable<Effect>;
  80816. private _disposeTextures;
  80817. /**
  80818. * Disposes the post process.
  80819. * @param camera The camera to dispose the post process on.
  80820. */
  80821. dispose(camera?: Camera): void;
  80822. }
  80823. }
  80824. declare module BABYLON {
  80825. /** @hidden */
  80826. export var kernelBlurVaryingDeclaration: {
  80827. name: string;
  80828. shader: string;
  80829. };
  80830. }
  80831. declare module BABYLON {
  80832. /** @hidden */
  80833. export var kernelBlurFragment: {
  80834. name: string;
  80835. shader: string;
  80836. };
  80837. }
  80838. declare module BABYLON {
  80839. /** @hidden */
  80840. export var kernelBlurFragment2: {
  80841. name: string;
  80842. shader: string;
  80843. };
  80844. }
  80845. declare module BABYLON {
  80846. /** @hidden */
  80847. export var kernelBlurPixelShader: {
  80848. name: string;
  80849. shader: string;
  80850. };
  80851. }
  80852. declare module BABYLON {
  80853. /** @hidden */
  80854. export var kernelBlurVertex: {
  80855. name: string;
  80856. shader: string;
  80857. };
  80858. }
  80859. declare module BABYLON {
  80860. /** @hidden */
  80861. export var kernelBlurVertexShader: {
  80862. name: string;
  80863. shader: string;
  80864. };
  80865. }
  80866. declare module BABYLON {
  80867. /**
  80868. * The Blur Post Process which blurs an image based on a kernel and direction.
  80869. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80870. */
  80871. export class BlurPostProcess extends PostProcess {
  80872. /** The direction in which to blur the image. */
  80873. direction: Vector2;
  80874. private blockCompilation;
  80875. protected _kernel: number;
  80876. protected _idealKernel: number;
  80877. protected _packedFloat: boolean;
  80878. private _staticDefines;
  80879. /**
  80880. * Sets the length in pixels of the blur sample region
  80881. */
  80882. /**
  80883. * Gets the length in pixels of the blur sample region
  80884. */
  80885. kernel: number;
  80886. /**
  80887. * Sets wether or not the blur needs to unpack/repack floats
  80888. */
  80889. /**
  80890. * Gets wether or not the blur is unpacking/repacking floats
  80891. */
  80892. packedFloat: boolean;
  80893. /**
  80894. * Creates a new instance BlurPostProcess
  80895. * @param name The name of the effect.
  80896. * @param direction The direction in which to blur the image.
  80897. * @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.
  80898. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80899. * @param camera The camera to apply the render pass to.
  80900. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80901. * @param engine The engine which the post process will be applied. (default: current engine)
  80902. * @param reusable If the post process can be reused on the same frame. (default: false)
  80903. * @param textureType Type of textures used when performing the post process. (default: 0)
  80904. * @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)
  80905. */
  80906. constructor(name: string,
  80907. /** The direction in which to blur the image. */
  80908. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80909. /**
  80910. * Updates the effect with the current post process compile time values and recompiles the shader.
  80911. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80912. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80913. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80914. * @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
  80915. * @param onCompiled Called when the shader has been compiled.
  80916. * @param onError Called if there is an error when compiling a shader.
  80917. */
  80918. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80919. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80920. /**
  80921. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80922. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80923. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80924. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80925. * The gaps between physical kernels are compensated for in the weighting of the samples
  80926. * @param idealKernel Ideal blur kernel.
  80927. * @return Nearest best kernel.
  80928. */
  80929. protected _nearestBestKernel(idealKernel: number): number;
  80930. /**
  80931. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80932. * @param x The point on the Gaussian distribution to sample.
  80933. * @return the value of the Gaussian function at x.
  80934. */
  80935. protected _gaussianWeight(x: number): number;
  80936. /**
  80937. * Generates a string that can be used as a floating point number in GLSL.
  80938. * @param x Value to print.
  80939. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80940. * @return GLSL float string.
  80941. */
  80942. protected _glslFloat(x: number, decimalFigures?: number): string;
  80943. }
  80944. }
  80945. declare module BABYLON {
  80946. /**
  80947. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80948. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80949. * You can then easily use it as a reflectionTexture on a flat surface.
  80950. * In case the surface is not a plane, please consider relying on reflection probes.
  80951. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80952. */
  80953. export class MirrorTexture extends RenderTargetTexture {
  80954. private scene;
  80955. /**
  80956. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80957. * 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.
  80958. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80959. */
  80960. mirrorPlane: Plane;
  80961. /**
  80962. * Define the blur ratio used to blur the reflection if needed.
  80963. */
  80964. blurRatio: number;
  80965. /**
  80966. * Define the adaptive blur kernel used to blur the reflection if needed.
  80967. * This will autocompute the closest best match for the `blurKernel`
  80968. */
  80969. adaptiveBlurKernel: number;
  80970. /**
  80971. * Define the blur kernel used to blur the reflection if needed.
  80972. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80973. */
  80974. blurKernel: number;
  80975. /**
  80976. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80977. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80978. */
  80979. blurKernelX: number;
  80980. /**
  80981. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80982. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80983. */
  80984. blurKernelY: number;
  80985. private _autoComputeBlurKernel;
  80986. protected _onRatioRescale(): void;
  80987. private _updateGammaSpace;
  80988. private _imageProcessingConfigChangeObserver;
  80989. private _transformMatrix;
  80990. private _mirrorMatrix;
  80991. private _savedViewMatrix;
  80992. private _blurX;
  80993. private _blurY;
  80994. private _adaptiveBlurKernel;
  80995. private _blurKernelX;
  80996. private _blurKernelY;
  80997. private _blurRatio;
  80998. /**
  80999. * Instantiates a Mirror Texture.
  81000. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81001. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81002. * You can then easily use it as a reflectionTexture on a flat surface.
  81003. * In case the surface is not a plane, please consider relying on reflection probes.
  81004. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81005. * @param name
  81006. * @param size
  81007. * @param scene
  81008. * @param generateMipMaps
  81009. * @param type
  81010. * @param samplingMode
  81011. * @param generateDepthBuffer
  81012. */
  81013. constructor(name: string, size: number | {
  81014. width: number;
  81015. height: number;
  81016. } | {
  81017. ratio: number;
  81018. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81019. private _preparePostProcesses;
  81020. /**
  81021. * Clone the mirror texture.
  81022. * @returns the cloned texture
  81023. */
  81024. clone(): MirrorTexture;
  81025. /**
  81026. * Serialize the texture to a JSON representation you could use in Parse later on
  81027. * @returns the serialized JSON representation
  81028. */
  81029. serialize(): any;
  81030. /**
  81031. * Dispose the texture and release its associated resources.
  81032. */
  81033. dispose(): void;
  81034. }
  81035. }
  81036. declare module BABYLON {
  81037. /**
  81038. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81039. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81040. */
  81041. export class Texture extends BaseTexture {
  81042. /** @hidden */
  81043. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81044. /** @hidden */
  81045. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81046. /** @hidden */
  81047. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81048. /** nearest is mag = nearest and min = nearest and mip = linear */
  81049. static readonly NEAREST_SAMPLINGMODE: number;
  81050. /** nearest is mag = nearest and min = nearest and mip = linear */
  81051. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81052. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81053. static readonly BILINEAR_SAMPLINGMODE: number;
  81054. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81055. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81056. /** Trilinear is mag = linear and min = linear and mip = linear */
  81057. static readonly TRILINEAR_SAMPLINGMODE: number;
  81058. /** Trilinear is mag = linear and min = linear and mip = linear */
  81059. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81060. /** mag = nearest and min = nearest and mip = nearest */
  81061. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81062. /** mag = nearest and min = linear and mip = nearest */
  81063. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81064. /** mag = nearest and min = linear and mip = linear */
  81065. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81066. /** mag = nearest and min = linear and mip = none */
  81067. static readonly NEAREST_LINEAR: number;
  81068. /** mag = nearest and min = nearest and mip = none */
  81069. static readonly NEAREST_NEAREST: number;
  81070. /** mag = linear and min = nearest and mip = nearest */
  81071. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81072. /** mag = linear and min = nearest and mip = linear */
  81073. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81074. /** mag = linear and min = linear and mip = none */
  81075. static readonly LINEAR_LINEAR: number;
  81076. /** mag = linear and min = nearest and mip = none */
  81077. static readonly LINEAR_NEAREST: number;
  81078. /** Explicit coordinates mode */
  81079. static readonly EXPLICIT_MODE: number;
  81080. /** Spherical coordinates mode */
  81081. static readonly SPHERICAL_MODE: number;
  81082. /** Planar coordinates mode */
  81083. static readonly PLANAR_MODE: number;
  81084. /** Cubic coordinates mode */
  81085. static readonly CUBIC_MODE: number;
  81086. /** Projection coordinates mode */
  81087. static readonly PROJECTION_MODE: number;
  81088. /** Inverse Cubic coordinates mode */
  81089. static readonly SKYBOX_MODE: number;
  81090. /** Inverse Cubic coordinates mode */
  81091. static readonly INVCUBIC_MODE: number;
  81092. /** Equirectangular coordinates mode */
  81093. static readonly EQUIRECTANGULAR_MODE: number;
  81094. /** Equirectangular Fixed coordinates mode */
  81095. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81096. /** Equirectangular Fixed Mirrored coordinates mode */
  81097. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81098. /** Texture is not repeating outside of 0..1 UVs */
  81099. static readonly CLAMP_ADDRESSMODE: number;
  81100. /** Texture is repeating outside of 0..1 UVs */
  81101. static readonly WRAP_ADDRESSMODE: number;
  81102. /** Texture is repeating and mirrored */
  81103. static readonly MIRROR_ADDRESSMODE: number;
  81104. /**
  81105. * 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
  81106. */
  81107. static UseSerializedUrlIfAny: boolean;
  81108. /**
  81109. * Define the url of the texture.
  81110. */
  81111. url: Nullable<string>;
  81112. /**
  81113. * Define an offset on the texture to offset the u coordinates of the UVs
  81114. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81115. */
  81116. uOffset: number;
  81117. /**
  81118. * Define an offset on the texture to offset the v coordinates of the UVs
  81119. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81120. */
  81121. vOffset: number;
  81122. /**
  81123. * Define an offset on the texture to scale the u coordinates of the UVs
  81124. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81125. */
  81126. uScale: number;
  81127. /**
  81128. * Define an offset on the texture to scale the v coordinates of the UVs
  81129. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81130. */
  81131. vScale: number;
  81132. /**
  81133. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81134. * @see http://doc.babylonjs.com/how_to/more_materials
  81135. */
  81136. uAng: number;
  81137. /**
  81138. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81139. * @see http://doc.babylonjs.com/how_to/more_materials
  81140. */
  81141. vAng: number;
  81142. /**
  81143. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81144. * @see http://doc.babylonjs.com/how_to/more_materials
  81145. */
  81146. wAng: number;
  81147. /**
  81148. * Defines the center of rotation (U)
  81149. */
  81150. uRotationCenter: number;
  81151. /**
  81152. * Defines the center of rotation (V)
  81153. */
  81154. vRotationCenter: number;
  81155. /**
  81156. * Defines the center of rotation (W)
  81157. */
  81158. wRotationCenter: number;
  81159. /**
  81160. * Are mip maps generated for this texture or not.
  81161. */
  81162. readonly noMipmap: boolean;
  81163. /**
  81164. * List of inspectable custom properties (used by the Inspector)
  81165. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81166. */
  81167. inspectableCustomProperties: Nullable<IInspectable[]>;
  81168. private _noMipmap;
  81169. /** @hidden */
  81170. _invertY: boolean;
  81171. private _rowGenerationMatrix;
  81172. private _cachedTextureMatrix;
  81173. private _projectionModeMatrix;
  81174. private _t0;
  81175. private _t1;
  81176. private _t2;
  81177. private _cachedUOffset;
  81178. private _cachedVOffset;
  81179. private _cachedUScale;
  81180. private _cachedVScale;
  81181. private _cachedUAng;
  81182. private _cachedVAng;
  81183. private _cachedWAng;
  81184. private _cachedProjectionMatrixId;
  81185. private _cachedCoordinatesMode;
  81186. /** @hidden */
  81187. protected _initialSamplingMode: number;
  81188. /** @hidden */
  81189. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81190. private _deleteBuffer;
  81191. protected _format: Nullable<number>;
  81192. private _delayedOnLoad;
  81193. private _delayedOnError;
  81194. /**
  81195. * Observable triggered once the texture has been loaded.
  81196. */
  81197. onLoadObservable: Observable<Texture>;
  81198. protected _isBlocking: boolean;
  81199. /**
  81200. * Is the texture preventing material to render while loading.
  81201. * If false, a default texture will be used instead of the loading one during the preparation step.
  81202. */
  81203. isBlocking: boolean;
  81204. /**
  81205. * Get the current sampling mode associated with the texture.
  81206. */
  81207. readonly samplingMode: number;
  81208. /**
  81209. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81210. */
  81211. readonly invertY: boolean;
  81212. /**
  81213. * Instantiates a new texture.
  81214. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81215. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81216. * @param url define the url of the picture to load as a texture
  81217. * @param scene define the scene or engine the texture will belong to
  81218. * @param noMipmap define if the texture will require mip maps or not
  81219. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81220. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81221. * @param onLoad define a callback triggered when the texture has been loaded
  81222. * @param onError define a callback triggered when an error occurred during the loading session
  81223. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81224. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81225. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81226. */
  81227. 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);
  81228. /**
  81229. * Update the url (and optional buffer) of this texture if url was null during construction.
  81230. * @param url the url of the texture
  81231. * @param buffer the buffer of the texture (defaults to null)
  81232. * @param onLoad callback called when the texture is loaded (defaults to null)
  81233. */
  81234. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81235. /**
  81236. * Finish the loading sequence of a texture flagged as delayed load.
  81237. * @hidden
  81238. */
  81239. delayLoad(): void;
  81240. private _prepareRowForTextureGeneration;
  81241. /**
  81242. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81243. * @returns the transform matrix of the texture.
  81244. */
  81245. getTextureMatrix(): Matrix;
  81246. /**
  81247. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81248. * @returns The reflection texture transform
  81249. */
  81250. getReflectionTextureMatrix(): Matrix;
  81251. /**
  81252. * Clones the texture.
  81253. * @returns the cloned texture
  81254. */
  81255. clone(): Texture;
  81256. /**
  81257. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81258. * @returns The JSON representation of the texture
  81259. */
  81260. serialize(): any;
  81261. /**
  81262. * Get the current class name of the texture useful for serialization or dynamic coding.
  81263. * @returns "Texture"
  81264. */
  81265. getClassName(): string;
  81266. /**
  81267. * Dispose the texture and release its associated resources.
  81268. */
  81269. dispose(): void;
  81270. /**
  81271. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81272. * @param parsedTexture Define the JSON representation of the texture
  81273. * @param scene Define the scene the parsed texture should be instantiated in
  81274. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81275. * @returns The parsed texture if successful
  81276. */
  81277. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81278. /**
  81279. * Creates a texture from its base 64 representation.
  81280. * @param data Define the base64 payload without the data: prefix
  81281. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81282. * @param scene Define the scene the texture should belong to
  81283. * @param noMipmap Forces the texture to not create mip map information if true
  81284. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81285. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81286. * @param onLoad define a callback triggered when the texture has been loaded
  81287. * @param onError define a callback triggered when an error occurred during the loading session
  81288. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81289. * @returns the created texture
  81290. */
  81291. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81292. /**
  81293. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81294. * @param data Define the base64 payload without the data: prefix
  81295. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81296. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81297. * @param scene Define the scene the texture should belong to
  81298. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81299. * @param noMipmap Forces the texture to not create mip map information if true
  81300. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81301. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81302. * @param onLoad define a callback triggered when the texture has been loaded
  81303. * @param onError define a callback triggered when an error occurred during the loading session
  81304. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81305. * @returns the created texture
  81306. */
  81307. 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;
  81308. }
  81309. }
  81310. declare module BABYLON {
  81311. /**
  81312. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81313. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81314. */
  81315. export class PostProcessManager {
  81316. private _scene;
  81317. private _indexBuffer;
  81318. private _vertexBuffers;
  81319. /**
  81320. * Creates a new instance PostProcess
  81321. * @param scene The scene that the post process is associated with.
  81322. */
  81323. constructor(scene: Scene);
  81324. private _prepareBuffers;
  81325. private _buildIndexBuffer;
  81326. /**
  81327. * Rebuilds the vertex buffers of the manager.
  81328. * @hidden
  81329. */
  81330. _rebuild(): void;
  81331. /**
  81332. * Prepares a frame to be run through a post process.
  81333. * @param sourceTexture The input texture to the post procesess. (default: null)
  81334. * @param postProcesses An array of post processes to be run. (default: null)
  81335. * @returns True if the post processes were able to be run.
  81336. * @hidden
  81337. */
  81338. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81339. /**
  81340. * Manually render a set of post processes to a texture.
  81341. * @param postProcesses An array of post processes to be run.
  81342. * @param targetTexture The target texture to render to.
  81343. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81344. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81345. * @param lodLevel defines which lod of the texture to render to
  81346. */
  81347. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81348. /**
  81349. * Finalize the result of the output of the postprocesses.
  81350. * @param doNotPresent If true the result will not be displayed to the screen.
  81351. * @param targetTexture The target texture to render to.
  81352. * @param faceIndex The index of the face to bind the target texture to.
  81353. * @param postProcesses The array of post processes to render.
  81354. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81355. * @hidden
  81356. */
  81357. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81358. /**
  81359. * Disposes of the post process manager.
  81360. */
  81361. dispose(): void;
  81362. }
  81363. }
  81364. declare module BABYLON {
  81365. /** Interface used by value gradients (color, factor, ...) */
  81366. export interface IValueGradient {
  81367. /**
  81368. * Gets or sets the gradient value (between 0 and 1)
  81369. */
  81370. gradient: number;
  81371. }
  81372. /** Class used to store color4 gradient */
  81373. export class ColorGradient implements IValueGradient {
  81374. /**
  81375. * Gets or sets the gradient value (between 0 and 1)
  81376. */
  81377. gradient: number;
  81378. /**
  81379. * Gets or sets first associated color
  81380. */
  81381. color1: Color4;
  81382. /**
  81383. * Gets or sets second associated color
  81384. */
  81385. color2?: Color4;
  81386. /**
  81387. * Will get a color picked randomly between color1 and color2.
  81388. * If color2 is undefined then color1 will be used
  81389. * @param result defines the target Color4 to store the result in
  81390. */
  81391. getColorToRef(result: Color4): void;
  81392. }
  81393. /** Class used to store color 3 gradient */
  81394. export class Color3Gradient implements IValueGradient {
  81395. /**
  81396. * Gets or sets the gradient value (between 0 and 1)
  81397. */
  81398. gradient: number;
  81399. /**
  81400. * Gets or sets the associated color
  81401. */
  81402. color: Color3;
  81403. }
  81404. /** Class used to store factor gradient */
  81405. export class FactorGradient implements IValueGradient {
  81406. /**
  81407. * Gets or sets the gradient value (between 0 and 1)
  81408. */
  81409. gradient: number;
  81410. /**
  81411. * Gets or sets first associated factor
  81412. */
  81413. factor1: number;
  81414. /**
  81415. * Gets or sets second associated factor
  81416. */
  81417. factor2?: number;
  81418. /**
  81419. * Will get a number picked randomly between factor1 and factor2.
  81420. * If factor2 is undefined then factor1 will be used
  81421. * @returns the picked number
  81422. */
  81423. getFactor(): number;
  81424. }
  81425. /**
  81426. * Helper used to simplify some generic gradient tasks
  81427. */
  81428. export class GradientHelper {
  81429. /**
  81430. * Gets the current gradient from an array of IValueGradient
  81431. * @param ratio defines the current ratio to get
  81432. * @param gradients defines the array of IValueGradient
  81433. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81434. */
  81435. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81436. }
  81437. }
  81438. declare module BABYLON {
  81439. interface AbstractScene {
  81440. /**
  81441. * The list of procedural textures added to the scene
  81442. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81443. */
  81444. proceduralTextures: Array<ProceduralTexture>;
  81445. }
  81446. /**
  81447. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81448. * in a given scene.
  81449. */
  81450. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81451. /**
  81452. * The component name helpfull to identify the component in the list of scene components.
  81453. */
  81454. readonly name: string;
  81455. /**
  81456. * The scene the component belongs to.
  81457. */
  81458. scene: Scene;
  81459. /**
  81460. * Creates a new instance of the component for the given scene
  81461. * @param scene Defines the scene to register the component in
  81462. */
  81463. constructor(scene: Scene);
  81464. /**
  81465. * Registers the component in a given scene
  81466. */
  81467. register(): void;
  81468. /**
  81469. * Rebuilds the elements related to this component in case of
  81470. * context lost for instance.
  81471. */
  81472. rebuild(): void;
  81473. /**
  81474. * Disposes the component and the associated ressources.
  81475. */
  81476. dispose(): void;
  81477. private _beforeClear;
  81478. }
  81479. }
  81480. declare module BABYLON {
  81481. interface Engine {
  81482. /**
  81483. * Creates a new render target cube texture
  81484. * @param size defines the size of the texture
  81485. * @param options defines the options used to create the texture
  81486. * @returns a new render target cube texture stored in an InternalTexture
  81487. */
  81488. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81489. }
  81490. }
  81491. declare module BABYLON {
  81492. /** @hidden */
  81493. export var proceduralVertexShader: {
  81494. name: string;
  81495. shader: string;
  81496. };
  81497. }
  81498. declare module BABYLON {
  81499. /**
  81500. * 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.
  81501. * This is the base class of any Procedural texture and contains most of the shareable code.
  81502. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81503. */
  81504. export class ProceduralTexture extends Texture {
  81505. isCube: boolean;
  81506. /**
  81507. * Define if the texture is enabled or not (disabled texture will not render)
  81508. */
  81509. isEnabled: boolean;
  81510. /**
  81511. * Define if the texture must be cleared before rendering (default is true)
  81512. */
  81513. autoClear: boolean;
  81514. /**
  81515. * Callback called when the texture is generated
  81516. */
  81517. onGenerated: () => void;
  81518. /**
  81519. * Event raised when the texture is generated
  81520. */
  81521. onGeneratedObservable: Observable<ProceduralTexture>;
  81522. /** @hidden */
  81523. _generateMipMaps: boolean;
  81524. /** @hidden **/
  81525. _effect: Effect;
  81526. /** @hidden */
  81527. _textures: {
  81528. [key: string]: Texture;
  81529. };
  81530. private _size;
  81531. private _currentRefreshId;
  81532. private _refreshRate;
  81533. private _vertexBuffers;
  81534. private _indexBuffer;
  81535. private _uniforms;
  81536. private _samplers;
  81537. private _fragment;
  81538. private _floats;
  81539. private _ints;
  81540. private _floatsArrays;
  81541. private _colors3;
  81542. private _colors4;
  81543. private _vectors2;
  81544. private _vectors3;
  81545. private _matrices;
  81546. private _fallbackTexture;
  81547. private _fallbackTextureUsed;
  81548. private _engine;
  81549. private _cachedDefines;
  81550. private _contentUpdateId;
  81551. private _contentData;
  81552. /**
  81553. * Instantiates a new procedural texture.
  81554. * 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.
  81555. * This is the base class of any Procedural texture and contains most of the shareable code.
  81556. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81557. * @param name Define the name of the texture
  81558. * @param size Define the size of the texture to create
  81559. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81560. * @param scene Define the scene the texture belongs to
  81561. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81562. * @param generateMipMaps Define if the texture should creates mip maps or not
  81563. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81564. */
  81565. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81566. /**
  81567. * The effect that is created when initializing the post process.
  81568. * @returns The created effect corresponding the the postprocess.
  81569. */
  81570. getEffect(): Effect;
  81571. /**
  81572. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81573. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81574. */
  81575. getContent(): Nullable<ArrayBufferView>;
  81576. private _createIndexBuffer;
  81577. /** @hidden */
  81578. _rebuild(): void;
  81579. /**
  81580. * Resets the texture in order to recreate its associated resources.
  81581. * This can be called in case of context loss
  81582. */
  81583. reset(): void;
  81584. protected _getDefines(): string;
  81585. /**
  81586. * Is the texture ready to be used ? (rendered at least once)
  81587. * @returns true if ready, otherwise, false.
  81588. */
  81589. isReady(): boolean;
  81590. /**
  81591. * Resets the refresh counter of the texture and start bak from scratch.
  81592. * Could be useful to regenerate the texture if it is setup to render only once.
  81593. */
  81594. resetRefreshCounter(): void;
  81595. /**
  81596. * Set the fragment shader to use in order to render the texture.
  81597. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81598. */
  81599. setFragment(fragment: any): void;
  81600. /**
  81601. * Define the refresh rate of the texture or the rendering frequency.
  81602. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81603. */
  81604. refreshRate: number;
  81605. /** @hidden */
  81606. _shouldRender(): boolean;
  81607. /**
  81608. * Get the size the texture is rendering at.
  81609. * @returns the size (texture is always squared)
  81610. */
  81611. getRenderSize(): number;
  81612. /**
  81613. * Resize the texture to new value.
  81614. * @param size Define the new size the texture should have
  81615. * @param generateMipMaps Define whether the new texture should create mip maps
  81616. */
  81617. resize(size: number, generateMipMaps: boolean): void;
  81618. private _checkUniform;
  81619. /**
  81620. * Set a texture in the shader program used to render.
  81621. * @param name Define the name of the uniform samplers as defined in the shader
  81622. * @param texture Define the texture to bind to this sampler
  81623. * @return the texture itself allowing "fluent" like uniform updates
  81624. */
  81625. setTexture(name: string, texture: Texture): ProceduralTexture;
  81626. /**
  81627. * Set a float in the shader.
  81628. * @param name Define the name of the uniform as defined in the shader
  81629. * @param value Define the value to give to the uniform
  81630. * @return the texture itself allowing "fluent" like uniform updates
  81631. */
  81632. setFloat(name: string, value: number): ProceduralTexture;
  81633. /**
  81634. * Set a int in the shader.
  81635. * @param name Define the name of the uniform as defined in the shader
  81636. * @param value Define the value to give to the uniform
  81637. * @return the texture itself allowing "fluent" like uniform updates
  81638. */
  81639. setInt(name: string, value: number): ProceduralTexture;
  81640. /**
  81641. * Set an array of floats in the shader.
  81642. * @param name Define the name of the uniform as defined in the shader
  81643. * @param value Define the value to give to the uniform
  81644. * @return the texture itself allowing "fluent" like uniform updates
  81645. */
  81646. setFloats(name: string, value: number[]): ProceduralTexture;
  81647. /**
  81648. * Set a vec3 in the shader from a Color3.
  81649. * @param name Define the name of the uniform as defined in the shader
  81650. * @param value Define the value to give to the uniform
  81651. * @return the texture itself allowing "fluent" like uniform updates
  81652. */
  81653. setColor3(name: string, value: Color3): ProceduralTexture;
  81654. /**
  81655. * Set a vec4 in the shader from a Color4.
  81656. * @param name Define the name of the uniform as defined in the shader
  81657. * @param value Define the value to give to the uniform
  81658. * @return the texture itself allowing "fluent" like uniform updates
  81659. */
  81660. setColor4(name: string, value: Color4): ProceduralTexture;
  81661. /**
  81662. * Set a vec2 in the shader from a Vector2.
  81663. * @param name Define the name of the uniform as defined in the shader
  81664. * @param value Define the value to give to the uniform
  81665. * @return the texture itself allowing "fluent" like uniform updates
  81666. */
  81667. setVector2(name: string, value: Vector2): ProceduralTexture;
  81668. /**
  81669. * Set a vec3 in the shader from a Vector3.
  81670. * @param name Define the name of the uniform as defined in the shader
  81671. * @param value Define the value to give to the uniform
  81672. * @return the texture itself allowing "fluent" like uniform updates
  81673. */
  81674. setVector3(name: string, value: Vector3): ProceduralTexture;
  81675. /**
  81676. * Set a mat4 in the shader from a MAtrix.
  81677. * @param name Define the name of the uniform as defined in the shader
  81678. * @param value Define the value to give to the uniform
  81679. * @return the texture itself allowing "fluent" like uniform updates
  81680. */
  81681. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81682. /**
  81683. * Render the texture to its associated render target.
  81684. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81685. */
  81686. render(useCameraPostProcess?: boolean): void;
  81687. /**
  81688. * Clone the texture.
  81689. * @returns the cloned texture
  81690. */
  81691. clone(): ProceduralTexture;
  81692. /**
  81693. * Dispose the texture and release its asoociated resources.
  81694. */
  81695. dispose(): void;
  81696. }
  81697. }
  81698. declare module BABYLON {
  81699. /**
  81700. * This represents the base class for particle system in Babylon.
  81701. * 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.
  81702. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81703. * @example https://doc.babylonjs.com/babylon101/particles
  81704. */
  81705. export class BaseParticleSystem {
  81706. /**
  81707. * Source color is added to the destination color without alpha affecting the result
  81708. */
  81709. static BLENDMODE_ONEONE: number;
  81710. /**
  81711. * Blend current color and particle color using particle’s alpha
  81712. */
  81713. static BLENDMODE_STANDARD: number;
  81714. /**
  81715. * Add current color and particle color multiplied by particle’s alpha
  81716. */
  81717. static BLENDMODE_ADD: number;
  81718. /**
  81719. * Multiply current color with particle color
  81720. */
  81721. static BLENDMODE_MULTIPLY: number;
  81722. /**
  81723. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81724. */
  81725. static BLENDMODE_MULTIPLYADD: number;
  81726. /**
  81727. * List of animations used by the particle system.
  81728. */
  81729. animations: Animation[];
  81730. /**
  81731. * The id of the Particle system.
  81732. */
  81733. id: string;
  81734. /**
  81735. * The friendly name of the Particle system.
  81736. */
  81737. name: string;
  81738. /**
  81739. * The rendering group used by the Particle system to chose when to render.
  81740. */
  81741. renderingGroupId: number;
  81742. /**
  81743. * The emitter represents the Mesh or position we are attaching the particle system to.
  81744. */
  81745. emitter: Nullable<AbstractMesh | Vector3>;
  81746. /**
  81747. * The maximum number of particles to emit per frame
  81748. */
  81749. emitRate: number;
  81750. /**
  81751. * If you want to launch only a few particles at once, that can be done, as well.
  81752. */
  81753. manualEmitCount: number;
  81754. /**
  81755. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81756. */
  81757. updateSpeed: number;
  81758. /**
  81759. * The amount of time the particle system is running (depends of the overall update speed).
  81760. */
  81761. targetStopDuration: number;
  81762. /**
  81763. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81764. */
  81765. disposeOnStop: boolean;
  81766. /**
  81767. * Minimum power of emitting particles.
  81768. */
  81769. minEmitPower: number;
  81770. /**
  81771. * Maximum power of emitting particles.
  81772. */
  81773. maxEmitPower: number;
  81774. /**
  81775. * Minimum life time of emitting particles.
  81776. */
  81777. minLifeTime: number;
  81778. /**
  81779. * Maximum life time of emitting particles.
  81780. */
  81781. maxLifeTime: number;
  81782. /**
  81783. * Minimum Size of emitting particles.
  81784. */
  81785. minSize: number;
  81786. /**
  81787. * Maximum Size of emitting particles.
  81788. */
  81789. maxSize: number;
  81790. /**
  81791. * Minimum scale of emitting particles on X axis.
  81792. */
  81793. minScaleX: number;
  81794. /**
  81795. * Maximum scale of emitting particles on X axis.
  81796. */
  81797. maxScaleX: number;
  81798. /**
  81799. * Minimum scale of emitting particles on Y axis.
  81800. */
  81801. minScaleY: number;
  81802. /**
  81803. * Maximum scale of emitting particles on Y axis.
  81804. */
  81805. maxScaleY: number;
  81806. /**
  81807. * Gets or sets the minimal initial rotation in radians.
  81808. */
  81809. minInitialRotation: number;
  81810. /**
  81811. * Gets or sets the maximal initial rotation in radians.
  81812. */
  81813. maxInitialRotation: number;
  81814. /**
  81815. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81816. */
  81817. minAngularSpeed: number;
  81818. /**
  81819. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81820. */
  81821. maxAngularSpeed: number;
  81822. /**
  81823. * The texture used to render each particle. (this can be a spritesheet)
  81824. */
  81825. particleTexture: Nullable<Texture>;
  81826. /**
  81827. * The layer mask we are rendering the particles through.
  81828. */
  81829. layerMask: number;
  81830. /**
  81831. * This can help using your own shader to render the particle system.
  81832. * The according effect will be created
  81833. */
  81834. customShader: any;
  81835. /**
  81836. * By default particle system starts as soon as they are created. This prevents the
  81837. * automatic start to happen and let you decide when to start emitting particles.
  81838. */
  81839. preventAutoStart: boolean;
  81840. private _noiseTexture;
  81841. /**
  81842. * Gets or sets a texture used to add random noise to particle positions
  81843. */
  81844. noiseTexture: Nullable<ProceduralTexture>;
  81845. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81846. noiseStrength: Vector3;
  81847. /**
  81848. * Callback triggered when the particle animation is ending.
  81849. */
  81850. onAnimationEnd: Nullable<() => void>;
  81851. /**
  81852. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81853. */
  81854. blendMode: number;
  81855. /**
  81856. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81857. * to override the particles.
  81858. */
  81859. forceDepthWrite: boolean;
  81860. /** 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 */
  81861. preWarmCycles: number;
  81862. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81863. preWarmStepOffset: number;
  81864. /**
  81865. * 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)
  81866. */
  81867. spriteCellChangeSpeed: number;
  81868. /**
  81869. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81870. */
  81871. startSpriteCellID: number;
  81872. /**
  81873. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81874. */
  81875. endSpriteCellID: number;
  81876. /**
  81877. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81878. */
  81879. spriteCellWidth: number;
  81880. /**
  81881. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81882. */
  81883. spriteCellHeight: number;
  81884. /**
  81885. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81886. */
  81887. spriteRandomStartCell: boolean;
  81888. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81889. translationPivot: Vector2;
  81890. /** @hidden */
  81891. protected _isAnimationSheetEnabled: boolean;
  81892. /**
  81893. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81894. */
  81895. beginAnimationOnStart: boolean;
  81896. /**
  81897. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81898. */
  81899. beginAnimationFrom: number;
  81900. /**
  81901. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81902. */
  81903. beginAnimationTo: number;
  81904. /**
  81905. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81906. */
  81907. beginAnimationLoop: boolean;
  81908. /**
  81909. * Gets or sets a world offset applied to all particles
  81910. */
  81911. worldOffset: Vector3;
  81912. /**
  81913. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81914. */
  81915. isAnimationSheetEnabled: boolean;
  81916. /**
  81917. * Get hosting scene
  81918. * @returns the scene
  81919. */
  81920. getScene(): Scene;
  81921. /**
  81922. * You can use gravity if you want to give an orientation to your particles.
  81923. */
  81924. gravity: Vector3;
  81925. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81926. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81927. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81928. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81929. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81930. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81931. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81932. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81933. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81934. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81935. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81936. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81937. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81938. /**
  81939. * Defines the delay in milliseconds before starting the system (0 by default)
  81940. */
  81941. startDelay: number;
  81942. /**
  81943. * Gets the current list of drag gradients.
  81944. * You must use addDragGradient and removeDragGradient to udpate this list
  81945. * @returns the list of drag gradients
  81946. */
  81947. getDragGradients(): Nullable<Array<FactorGradient>>;
  81948. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81949. limitVelocityDamping: number;
  81950. /**
  81951. * Gets the current list of limit velocity gradients.
  81952. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81953. * @returns the list of limit velocity gradients
  81954. */
  81955. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81956. /**
  81957. * Gets the current list of color gradients.
  81958. * You must use addColorGradient and removeColorGradient to udpate this list
  81959. * @returns the list of color gradients
  81960. */
  81961. getColorGradients(): Nullable<Array<ColorGradient>>;
  81962. /**
  81963. * Gets the current list of size gradients.
  81964. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81965. * @returns the list of size gradients
  81966. */
  81967. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81968. /**
  81969. * Gets the current list of color remap gradients.
  81970. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81971. * @returns the list of color remap gradients
  81972. */
  81973. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81974. /**
  81975. * Gets the current list of alpha remap gradients.
  81976. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81977. * @returns the list of alpha remap gradients
  81978. */
  81979. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81980. /**
  81981. * Gets the current list of life time gradients.
  81982. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81983. * @returns the list of life time gradients
  81984. */
  81985. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81986. /**
  81987. * Gets the current list of angular speed gradients.
  81988. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81989. * @returns the list of angular speed gradients
  81990. */
  81991. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81992. /**
  81993. * Gets the current list of velocity gradients.
  81994. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81995. * @returns the list of velocity gradients
  81996. */
  81997. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81998. /**
  81999. * Gets the current list of start size gradients.
  82000. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82001. * @returns the list of start size gradients
  82002. */
  82003. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82004. /**
  82005. * Gets the current list of emit rate gradients.
  82006. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82007. * @returns the list of emit rate gradients
  82008. */
  82009. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82010. /**
  82011. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82012. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82013. */
  82014. direction1: Vector3;
  82015. /**
  82016. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82017. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82018. */
  82019. direction2: Vector3;
  82020. /**
  82021. * 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.
  82022. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82023. */
  82024. minEmitBox: Vector3;
  82025. /**
  82026. * 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.
  82027. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82028. */
  82029. maxEmitBox: Vector3;
  82030. /**
  82031. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82032. */
  82033. color1: Color4;
  82034. /**
  82035. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82036. */
  82037. color2: Color4;
  82038. /**
  82039. * Color the particle will have at the end of its lifetime
  82040. */
  82041. colorDead: Color4;
  82042. /**
  82043. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82044. */
  82045. textureMask: Color4;
  82046. /**
  82047. * The particle emitter type defines the emitter used by the particle system.
  82048. * It can be for example box, sphere, or cone...
  82049. */
  82050. particleEmitterType: IParticleEmitterType;
  82051. /** @hidden */
  82052. _isSubEmitter: boolean;
  82053. /**
  82054. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82055. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82056. */
  82057. billboardMode: number;
  82058. protected _isBillboardBased: boolean;
  82059. /**
  82060. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82061. */
  82062. isBillboardBased: boolean;
  82063. /**
  82064. * The scene the particle system belongs to.
  82065. */
  82066. protected _scene: Scene;
  82067. /**
  82068. * Local cache of defines for image processing.
  82069. */
  82070. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82071. /**
  82072. * Default configuration related to image processing available in the standard Material.
  82073. */
  82074. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82075. /**
  82076. * Gets the image processing configuration used either in this material.
  82077. */
  82078. /**
  82079. * Sets the Default image processing configuration used either in the this material.
  82080. *
  82081. * If sets to null, the scene one is in use.
  82082. */
  82083. imageProcessingConfiguration: ImageProcessingConfiguration;
  82084. /**
  82085. * Attaches a new image processing configuration to the Standard Material.
  82086. * @param configuration
  82087. */
  82088. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82089. /** @hidden */
  82090. protected _reset(): void;
  82091. /** @hidden */
  82092. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82093. /**
  82094. * Instantiates a particle system.
  82095. * 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.
  82096. * @param name The name of the particle system
  82097. */
  82098. constructor(name: string);
  82099. /**
  82100. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82101. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82102. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82103. * @returns the emitter
  82104. */
  82105. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82106. /**
  82107. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82108. * @param radius The radius of the hemisphere to emit from
  82109. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82110. * @returns the emitter
  82111. */
  82112. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82113. /**
  82114. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82115. * @param radius The radius of the sphere to emit from
  82116. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82117. * @returns the emitter
  82118. */
  82119. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82120. /**
  82121. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82122. * @param radius The radius of the sphere to emit from
  82123. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82124. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82125. * @returns the emitter
  82126. */
  82127. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82128. /**
  82129. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82130. * @param radius The radius of the emission cylinder
  82131. * @param height The height of the emission cylinder
  82132. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82133. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82134. * @returns the emitter
  82135. */
  82136. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82137. /**
  82138. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82139. * @param radius The radius of the cylinder to emit from
  82140. * @param height The height of the emission cylinder
  82141. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82142. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82143. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82144. * @returns the emitter
  82145. */
  82146. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82147. /**
  82148. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82149. * @param radius The radius of the cone to emit from
  82150. * @param angle The base angle of the cone
  82151. * @returns the emitter
  82152. */
  82153. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82154. /**
  82155. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82156. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82157. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82158. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82159. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82160. * @returns the emitter
  82161. */
  82162. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82163. }
  82164. }
  82165. declare module BABYLON {
  82166. /**
  82167. * Type of sub emitter
  82168. */
  82169. export enum SubEmitterType {
  82170. /**
  82171. * Attached to the particle over it's lifetime
  82172. */
  82173. ATTACHED = 0,
  82174. /**
  82175. * Created when the particle dies
  82176. */
  82177. END = 1
  82178. }
  82179. /**
  82180. * Sub emitter class used to emit particles from an existing particle
  82181. */
  82182. export class SubEmitter {
  82183. /**
  82184. * the particle system to be used by the sub emitter
  82185. */
  82186. particleSystem: ParticleSystem;
  82187. /**
  82188. * Type of the submitter (Default: END)
  82189. */
  82190. type: SubEmitterType;
  82191. /**
  82192. * 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)
  82193. * Note: This only is supported when using an emitter of type Mesh
  82194. */
  82195. inheritDirection: boolean;
  82196. /**
  82197. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82198. */
  82199. inheritedVelocityAmount: number;
  82200. /**
  82201. * Creates a sub emitter
  82202. * @param particleSystem the particle system to be used by the sub emitter
  82203. */
  82204. constructor(
  82205. /**
  82206. * the particle system to be used by the sub emitter
  82207. */
  82208. particleSystem: ParticleSystem);
  82209. /**
  82210. * Clones the sub emitter
  82211. * @returns the cloned sub emitter
  82212. */
  82213. clone(): SubEmitter;
  82214. /**
  82215. * Serialize current object to a JSON object
  82216. * @returns the serialized object
  82217. */
  82218. serialize(): any;
  82219. /** @hidden */
  82220. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82221. /**
  82222. * Creates a new SubEmitter from a serialized JSON version
  82223. * @param serializationObject defines the JSON object to read from
  82224. * @param scene defines the hosting scene
  82225. * @param rootUrl defines the rootUrl for data loading
  82226. * @returns a new SubEmitter
  82227. */
  82228. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82229. /** Release associated resources */
  82230. dispose(): void;
  82231. }
  82232. }
  82233. declare module BABYLON {
  82234. /** @hidden */
  82235. export var clipPlaneFragmentDeclaration: {
  82236. name: string;
  82237. shader: string;
  82238. };
  82239. }
  82240. declare module BABYLON {
  82241. /** @hidden */
  82242. export var imageProcessingDeclaration: {
  82243. name: string;
  82244. shader: string;
  82245. };
  82246. }
  82247. declare module BABYLON {
  82248. /** @hidden */
  82249. export var imageProcessingFunctions: {
  82250. name: string;
  82251. shader: string;
  82252. };
  82253. }
  82254. declare module BABYLON {
  82255. /** @hidden */
  82256. export var clipPlaneFragment: {
  82257. name: string;
  82258. shader: string;
  82259. };
  82260. }
  82261. declare module BABYLON {
  82262. /** @hidden */
  82263. export var particlesPixelShader: {
  82264. name: string;
  82265. shader: string;
  82266. };
  82267. }
  82268. declare module BABYLON {
  82269. /** @hidden */
  82270. export var clipPlaneVertexDeclaration: {
  82271. name: string;
  82272. shader: string;
  82273. };
  82274. }
  82275. declare module BABYLON {
  82276. /** @hidden */
  82277. export var clipPlaneVertex: {
  82278. name: string;
  82279. shader: string;
  82280. };
  82281. }
  82282. declare module BABYLON {
  82283. /** @hidden */
  82284. export var particlesVertexShader: {
  82285. name: string;
  82286. shader: string;
  82287. };
  82288. }
  82289. declare module BABYLON {
  82290. /**
  82291. * This represents a particle system in Babylon.
  82292. * 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.
  82293. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82294. * @example https://doc.babylonjs.com/babylon101/particles
  82295. */
  82296. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82297. /**
  82298. * Billboard mode will only apply to Y axis
  82299. */
  82300. static readonly BILLBOARDMODE_Y: number;
  82301. /**
  82302. * Billboard mode will apply to all axes
  82303. */
  82304. static readonly BILLBOARDMODE_ALL: number;
  82305. /**
  82306. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82307. */
  82308. static readonly BILLBOARDMODE_STRETCHED: number;
  82309. /**
  82310. * This function can be defined to provide custom update for active particles.
  82311. * This function will be called instead of regular update (age, position, color, etc.).
  82312. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82313. */
  82314. updateFunction: (particles: Particle[]) => void;
  82315. private _emitterWorldMatrix;
  82316. /**
  82317. * This function can be defined to specify initial direction for every new particle.
  82318. * It by default use the emitterType defined function
  82319. */
  82320. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82321. /**
  82322. * This function can be defined to specify initial position for every new particle.
  82323. * It by default use the emitterType defined function
  82324. */
  82325. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82326. /**
  82327. * @hidden
  82328. */
  82329. _inheritedVelocityOffset: Vector3;
  82330. /**
  82331. * An event triggered when the system is disposed
  82332. */
  82333. onDisposeObservable: Observable<ParticleSystem>;
  82334. private _onDisposeObserver;
  82335. /**
  82336. * Sets a callback that will be triggered when the system is disposed
  82337. */
  82338. onDispose: () => void;
  82339. private _particles;
  82340. private _epsilon;
  82341. private _capacity;
  82342. private _stockParticles;
  82343. private _newPartsExcess;
  82344. private _vertexData;
  82345. private _vertexBuffer;
  82346. private _vertexBuffers;
  82347. private _spriteBuffer;
  82348. private _indexBuffer;
  82349. private _effect;
  82350. private _customEffect;
  82351. private _cachedDefines;
  82352. private _scaledColorStep;
  82353. private _colorDiff;
  82354. private _scaledDirection;
  82355. private _scaledGravity;
  82356. private _currentRenderId;
  82357. private _alive;
  82358. private _useInstancing;
  82359. private _started;
  82360. private _stopped;
  82361. private _actualFrame;
  82362. private _scaledUpdateSpeed;
  82363. private _vertexBufferSize;
  82364. /** @hidden */
  82365. _currentEmitRateGradient: Nullable<FactorGradient>;
  82366. /** @hidden */
  82367. _currentEmitRate1: number;
  82368. /** @hidden */
  82369. _currentEmitRate2: number;
  82370. /** @hidden */
  82371. _currentStartSizeGradient: Nullable<FactorGradient>;
  82372. /** @hidden */
  82373. _currentStartSize1: number;
  82374. /** @hidden */
  82375. _currentStartSize2: number;
  82376. private readonly _rawTextureWidth;
  82377. private _rampGradientsTexture;
  82378. private _useRampGradients;
  82379. /** Gets or sets a boolean indicating that ramp gradients must be used
  82380. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82381. */
  82382. useRampGradients: boolean;
  82383. /**
  82384. * 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.
  82385. * 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: [])
  82386. */
  82387. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82388. private _subEmitters;
  82389. /**
  82390. * @hidden
  82391. * If the particle systems emitter should be disposed when the particle system is disposed
  82392. */
  82393. _disposeEmitterOnDispose: boolean;
  82394. /**
  82395. * The current active Sub-systems, this property is used by the root particle system only.
  82396. */
  82397. activeSubSystems: Array<ParticleSystem>;
  82398. private _rootParticleSystem;
  82399. /**
  82400. * Gets the current list of active particles
  82401. */
  82402. readonly particles: Particle[];
  82403. /**
  82404. * Returns the string "ParticleSystem"
  82405. * @returns a string containing the class name
  82406. */
  82407. getClassName(): string;
  82408. /**
  82409. * Instantiates a particle system.
  82410. * 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.
  82411. * @param name The name of the particle system
  82412. * @param capacity The max number of particles alive at the same time
  82413. * @param scene The scene the particle system belongs to
  82414. * @param customEffect a custom effect used to change the way particles are rendered by default
  82415. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82416. * @param epsilon Offset used to render the particles
  82417. */
  82418. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82419. private _addFactorGradient;
  82420. private _removeFactorGradient;
  82421. /**
  82422. * Adds a new life time gradient
  82423. * @param gradient defines the gradient to use (between 0 and 1)
  82424. * @param factor defines the life time factor to affect to the specified gradient
  82425. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82426. * @returns the current particle system
  82427. */
  82428. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82429. /**
  82430. * Remove a specific life time gradient
  82431. * @param gradient defines the gradient to remove
  82432. * @returns the current particle system
  82433. */
  82434. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82435. /**
  82436. * Adds a new size gradient
  82437. * @param gradient defines the gradient to use (between 0 and 1)
  82438. * @param factor defines the size factor to affect to the specified gradient
  82439. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82440. * @returns the current particle system
  82441. */
  82442. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82443. /**
  82444. * Remove a specific size gradient
  82445. * @param gradient defines the gradient to remove
  82446. * @returns the current particle system
  82447. */
  82448. removeSizeGradient(gradient: number): IParticleSystem;
  82449. /**
  82450. * Adds a new color remap gradient
  82451. * @param gradient defines the gradient to use (between 0 and 1)
  82452. * @param min defines the color remap minimal range
  82453. * @param max defines the color remap maximal range
  82454. * @returns the current particle system
  82455. */
  82456. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82457. /**
  82458. * Remove a specific color remap gradient
  82459. * @param gradient defines the gradient to remove
  82460. * @returns the current particle system
  82461. */
  82462. removeColorRemapGradient(gradient: number): IParticleSystem;
  82463. /**
  82464. * Adds a new alpha remap gradient
  82465. * @param gradient defines the gradient to use (between 0 and 1)
  82466. * @param min defines the alpha remap minimal range
  82467. * @param max defines the alpha remap maximal range
  82468. * @returns the current particle system
  82469. */
  82470. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82471. /**
  82472. * Remove a specific alpha remap gradient
  82473. * @param gradient defines the gradient to remove
  82474. * @returns the current particle system
  82475. */
  82476. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82477. /**
  82478. * Adds a new angular speed gradient
  82479. * @param gradient defines the gradient to use (between 0 and 1)
  82480. * @param factor defines the angular speed to affect to the specified gradient
  82481. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82482. * @returns the current particle system
  82483. */
  82484. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82485. /**
  82486. * Remove a specific angular speed gradient
  82487. * @param gradient defines the gradient to remove
  82488. * @returns the current particle system
  82489. */
  82490. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82491. /**
  82492. * Adds a new velocity gradient
  82493. * @param gradient defines the gradient to use (between 0 and 1)
  82494. * @param factor defines the velocity to affect to the specified gradient
  82495. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82496. * @returns the current particle system
  82497. */
  82498. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82499. /**
  82500. * Remove a specific velocity gradient
  82501. * @param gradient defines the gradient to remove
  82502. * @returns the current particle system
  82503. */
  82504. removeVelocityGradient(gradient: number): IParticleSystem;
  82505. /**
  82506. * Adds a new limit velocity gradient
  82507. * @param gradient defines the gradient to use (between 0 and 1)
  82508. * @param factor defines the limit velocity value to affect to the specified gradient
  82509. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82510. * @returns the current particle system
  82511. */
  82512. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82513. /**
  82514. * Remove a specific limit velocity gradient
  82515. * @param gradient defines the gradient to remove
  82516. * @returns the current particle system
  82517. */
  82518. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82519. /**
  82520. * Adds a new drag gradient
  82521. * @param gradient defines the gradient to use (between 0 and 1)
  82522. * @param factor defines the drag value to affect to the specified gradient
  82523. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82524. * @returns the current particle system
  82525. */
  82526. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82527. /**
  82528. * Remove a specific drag gradient
  82529. * @param gradient defines the gradient to remove
  82530. * @returns the current particle system
  82531. */
  82532. removeDragGradient(gradient: number): IParticleSystem;
  82533. /**
  82534. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82535. * @param gradient defines the gradient to use (between 0 and 1)
  82536. * @param factor defines the emit rate value to affect to the specified gradient
  82537. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82538. * @returns the current particle system
  82539. */
  82540. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82541. /**
  82542. * Remove a specific emit rate gradient
  82543. * @param gradient defines the gradient to remove
  82544. * @returns the current particle system
  82545. */
  82546. removeEmitRateGradient(gradient: number): IParticleSystem;
  82547. /**
  82548. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82549. * @param gradient defines the gradient to use (between 0 and 1)
  82550. * @param factor defines the start size value to affect to the specified gradient
  82551. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82552. * @returns the current particle system
  82553. */
  82554. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82555. /**
  82556. * Remove a specific start size gradient
  82557. * @param gradient defines the gradient to remove
  82558. * @returns the current particle system
  82559. */
  82560. removeStartSizeGradient(gradient: number): IParticleSystem;
  82561. private _createRampGradientTexture;
  82562. /**
  82563. * Gets the current list of ramp gradients.
  82564. * You must use addRampGradient and removeRampGradient to udpate this list
  82565. * @returns the list of ramp gradients
  82566. */
  82567. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82568. /**
  82569. * Adds a new ramp gradient used to remap particle colors
  82570. * @param gradient defines the gradient to use (between 0 and 1)
  82571. * @param color defines the color to affect to the specified gradient
  82572. * @returns the current particle system
  82573. */
  82574. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82575. /**
  82576. * Remove a specific ramp gradient
  82577. * @param gradient defines the gradient to remove
  82578. * @returns the current particle system
  82579. */
  82580. removeRampGradient(gradient: number): ParticleSystem;
  82581. /**
  82582. * Adds a new color gradient
  82583. * @param gradient defines the gradient to use (between 0 and 1)
  82584. * @param color1 defines the color to affect to the specified gradient
  82585. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82586. * @returns this particle system
  82587. */
  82588. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82589. /**
  82590. * Remove a specific color gradient
  82591. * @param gradient defines the gradient to remove
  82592. * @returns this particle system
  82593. */
  82594. removeColorGradient(gradient: number): IParticleSystem;
  82595. private _fetchR;
  82596. protected _reset(): void;
  82597. private _resetEffect;
  82598. private _createVertexBuffers;
  82599. private _createIndexBuffer;
  82600. /**
  82601. * Gets the maximum number of particles active at the same time.
  82602. * @returns The max number of active particles.
  82603. */
  82604. getCapacity(): number;
  82605. /**
  82606. * Gets whether there are still active particles in the system.
  82607. * @returns True if it is alive, otherwise false.
  82608. */
  82609. isAlive(): boolean;
  82610. /**
  82611. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82612. * @returns True if it has been started, otherwise false.
  82613. */
  82614. isStarted(): boolean;
  82615. private _prepareSubEmitterInternalArray;
  82616. /**
  82617. * Starts the particle system and begins to emit
  82618. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82619. */
  82620. start(delay?: number): void;
  82621. /**
  82622. * Stops the particle system.
  82623. * @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.
  82624. */
  82625. stop(stopSubEmitters?: boolean): void;
  82626. /**
  82627. * Remove all active particles
  82628. */
  82629. reset(): void;
  82630. /**
  82631. * @hidden (for internal use only)
  82632. */
  82633. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82634. /**
  82635. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82636. * Its lifetime will start back at 0.
  82637. */
  82638. recycleParticle: (particle: Particle) => void;
  82639. private _stopSubEmitters;
  82640. private _createParticle;
  82641. private _removeFromRoot;
  82642. private _emitFromParticle;
  82643. private _update;
  82644. /** @hidden */
  82645. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82646. /** @hidden */
  82647. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82648. /** @hidden */
  82649. private _getEffect;
  82650. /**
  82651. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82652. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82653. */
  82654. animate(preWarmOnly?: boolean): void;
  82655. private _appendParticleVertices;
  82656. /**
  82657. * Rebuilds the particle system.
  82658. */
  82659. rebuild(): void;
  82660. /**
  82661. * Is this system ready to be used/rendered
  82662. * @return true if the system is ready
  82663. */
  82664. isReady(): boolean;
  82665. private _render;
  82666. /**
  82667. * Renders the particle system in its current state.
  82668. * @returns the current number of particles
  82669. */
  82670. render(): number;
  82671. /**
  82672. * Disposes the particle system and free the associated resources
  82673. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82674. */
  82675. dispose(disposeTexture?: boolean): void;
  82676. /**
  82677. * Clones the particle system.
  82678. * @param name The name of the cloned object
  82679. * @param newEmitter The new emitter to use
  82680. * @returns the cloned particle system
  82681. */
  82682. clone(name: string, newEmitter: any): ParticleSystem;
  82683. /**
  82684. * Serializes the particle system to a JSON object.
  82685. * @returns the JSON object
  82686. */
  82687. serialize(): any;
  82688. /** @hidden */
  82689. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82690. /** @hidden */
  82691. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82692. /**
  82693. * Parses a JSON object to create a particle system.
  82694. * @param parsedParticleSystem The JSON object to parse
  82695. * @param scene The scene to create the particle system in
  82696. * @param rootUrl The root url to use to load external dependencies like texture
  82697. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82698. * @returns the Parsed particle system
  82699. */
  82700. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82701. }
  82702. }
  82703. declare module BABYLON {
  82704. /**
  82705. * A particle represents one of the element emitted by a particle system.
  82706. * This is mainly define by its coordinates, direction, velocity and age.
  82707. */
  82708. export class Particle {
  82709. /**
  82710. * The particle system the particle belongs to.
  82711. */
  82712. particleSystem: ParticleSystem;
  82713. private static _Count;
  82714. /**
  82715. * Unique ID of the particle
  82716. */
  82717. id: number;
  82718. /**
  82719. * The world position of the particle in the scene.
  82720. */
  82721. position: Vector3;
  82722. /**
  82723. * The world direction of the particle in the scene.
  82724. */
  82725. direction: Vector3;
  82726. /**
  82727. * The color of the particle.
  82728. */
  82729. color: Color4;
  82730. /**
  82731. * The color change of the particle per step.
  82732. */
  82733. colorStep: Color4;
  82734. /**
  82735. * Defines how long will the life of the particle be.
  82736. */
  82737. lifeTime: number;
  82738. /**
  82739. * The current age of the particle.
  82740. */
  82741. age: number;
  82742. /**
  82743. * The current size of the particle.
  82744. */
  82745. size: number;
  82746. /**
  82747. * The current scale of the particle.
  82748. */
  82749. scale: Vector2;
  82750. /**
  82751. * The current angle of the particle.
  82752. */
  82753. angle: number;
  82754. /**
  82755. * Defines how fast is the angle changing.
  82756. */
  82757. angularSpeed: number;
  82758. /**
  82759. * Defines the cell index used by the particle to be rendered from a sprite.
  82760. */
  82761. cellIndex: number;
  82762. /**
  82763. * The information required to support color remapping
  82764. */
  82765. remapData: Vector4;
  82766. /** @hidden */
  82767. _randomCellOffset?: number;
  82768. /** @hidden */
  82769. _initialDirection: Nullable<Vector3>;
  82770. /** @hidden */
  82771. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82772. /** @hidden */
  82773. _initialStartSpriteCellID: number;
  82774. /** @hidden */
  82775. _initialEndSpriteCellID: number;
  82776. /** @hidden */
  82777. _currentColorGradient: Nullable<ColorGradient>;
  82778. /** @hidden */
  82779. _currentColor1: Color4;
  82780. /** @hidden */
  82781. _currentColor2: Color4;
  82782. /** @hidden */
  82783. _currentSizeGradient: Nullable<FactorGradient>;
  82784. /** @hidden */
  82785. _currentSize1: number;
  82786. /** @hidden */
  82787. _currentSize2: number;
  82788. /** @hidden */
  82789. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82790. /** @hidden */
  82791. _currentAngularSpeed1: number;
  82792. /** @hidden */
  82793. _currentAngularSpeed2: number;
  82794. /** @hidden */
  82795. _currentVelocityGradient: Nullable<FactorGradient>;
  82796. /** @hidden */
  82797. _currentVelocity1: number;
  82798. /** @hidden */
  82799. _currentVelocity2: number;
  82800. /** @hidden */
  82801. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82802. /** @hidden */
  82803. _currentLimitVelocity1: number;
  82804. /** @hidden */
  82805. _currentLimitVelocity2: number;
  82806. /** @hidden */
  82807. _currentDragGradient: Nullable<FactorGradient>;
  82808. /** @hidden */
  82809. _currentDrag1: number;
  82810. /** @hidden */
  82811. _currentDrag2: number;
  82812. /** @hidden */
  82813. _randomNoiseCoordinates1: Vector3;
  82814. /** @hidden */
  82815. _randomNoiseCoordinates2: Vector3;
  82816. /**
  82817. * Creates a new instance Particle
  82818. * @param particleSystem the particle system the particle belongs to
  82819. */
  82820. constructor(
  82821. /**
  82822. * The particle system the particle belongs to.
  82823. */
  82824. particleSystem: ParticleSystem);
  82825. private updateCellInfoFromSystem;
  82826. /**
  82827. * Defines how the sprite cell index is updated for the particle
  82828. */
  82829. updateCellIndex(): void;
  82830. /** @hidden */
  82831. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82832. /** @hidden */
  82833. _inheritParticleInfoToSubEmitters(): void;
  82834. /** @hidden */
  82835. _reset(): void;
  82836. /**
  82837. * Copy the properties of particle to another one.
  82838. * @param other the particle to copy the information to.
  82839. */
  82840. copyTo(other: Particle): void;
  82841. }
  82842. }
  82843. declare module BABYLON {
  82844. /**
  82845. * Particle emitter represents a volume emitting particles.
  82846. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82847. */
  82848. export interface IParticleEmitterType {
  82849. /**
  82850. * Called by the particle System when the direction is computed for the created particle.
  82851. * @param worldMatrix is the world matrix of the particle system
  82852. * @param directionToUpdate is the direction vector to update with the result
  82853. * @param particle is the particle we are computed the direction for
  82854. */
  82855. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82856. /**
  82857. * Called by the particle System when the position is computed for the created particle.
  82858. * @param worldMatrix is the world matrix of the particle system
  82859. * @param positionToUpdate is the position vector to update with the result
  82860. * @param particle is the particle we are computed the position for
  82861. */
  82862. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82863. /**
  82864. * Clones the current emitter and returns a copy of it
  82865. * @returns the new emitter
  82866. */
  82867. clone(): IParticleEmitterType;
  82868. /**
  82869. * Called by the GPUParticleSystem to setup the update shader
  82870. * @param effect defines the update shader
  82871. */
  82872. applyToShader(effect: Effect): void;
  82873. /**
  82874. * Returns a string to use to update the GPU particles update shader
  82875. * @returns the effect defines string
  82876. */
  82877. getEffectDefines(): string;
  82878. /**
  82879. * Returns a string representing the class name
  82880. * @returns a string containing the class name
  82881. */
  82882. getClassName(): string;
  82883. /**
  82884. * Serializes the particle system to a JSON object.
  82885. * @returns the JSON object
  82886. */
  82887. serialize(): any;
  82888. /**
  82889. * Parse properties from a JSON object
  82890. * @param serializationObject defines the JSON object
  82891. */
  82892. parse(serializationObject: any): void;
  82893. }
  82894. }
  82895. declare module BABYLON {
  82896. /**
  82897. * Particle emitter emitting particles from the inside of a box.
  82898. * It emits the particles randomly between 2 given directions.
  82899. */
  82900. export class BoxParticleEmitter implements IParticleEmitterType {
  82901. /**
  82902. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82903. */
  82904. direction1: Vector3;
  82905. /**
  82906. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82907. */
  82908. direction2: Vector3;
  82909. /**
  82910. * 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.
  82911. */
  82912. minEmitBox: Vector3;
  82913. /**
  82914. * 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.
  82915. */
  82916. maxEmitBox: Vector3;
  82917. /**
  82918. * Creates a new instance BoxParticleEmitter
  82919. */
  82920. constructor();
  82921. /**
  82922. * Called by the particle System when the direction is computed for the created particle.
  82923. * @param worldMatrix is the world matrix of the particle system
  82924. * @param directionToUpdate is the direction vector to update with the result
  82925. * @param particle is the particle we are computed the direction for
  82926. */
  82927. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82928. /**
  82929. * Called by the particle System when the position is computed for the created particle.
  82930. * @param worldMatrix is the world matrix of the particle system
  82931. * @param positionToUpdate is the position vector to update with the result
  82932. * @param particle is the particle we are computed the position for
  82933. */
  82934. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82935. /**
  82936. * Clones the current emitter and returns a copy of it
  82937. * @returns the new emitter
  82938. */
  82939. clone(): BoxParticleEmitter;
  82940. /**
  82941. * Called by the GPUParticleSystem to setup the update shader
  82942. * @param effect defines the update shader
  82943. */
  82944. applyToShader(effect: Effect): void;
  82945. /**
  82946. * Returns a string to use to update the GPU particles update shader
  82947. * @returns a string containng the defines string
  82948. */
  82949. getEffectDefines(): string;
  82950. /**
  82951. * Returns the string "BoxParticleEmitter"
  82952. * @returns a string containing the class name
  82953. */
  82954. getClassName(): string;
  82955. /**
  82956. * Serializes the particle system to a JSON object.
  82957. * @returns the JSON object
  82958. */
  82959. serialize(): any;
  82960. /**
  82961. * Parse properties from a JSON object
  82962. * @param serializationObject defines the JSON object
  82963. */
  82964. parse(serializationObject: any): void;
  82965. }
  82966. }
  82967. declare module BABYLON {
  82968. /**
  82969. * Particle emitter emitting particles from the inside of a cone.
  82970. * It emits the particles alongside the cone volume from the base to the particle.
  82971. * The emission direction might be randomized.
  82972. */
  82973. export class ConeParticleEmitter implements IParticleEmitterType {
  82974. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82975. directionRandomizer: number;
  82976. private _radius;
  82977. private _angle;
  82978. private _height;
  82979. /**
  82980. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82981. */
  82982. radiusRange: number;
  82983. /**
  82984. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82985. */
  82986. heightRange: number;
  82987. /**
  82988. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82989. */
  82990. emitFromSpawnPointOnly: boolean;
  82991. /**
  82992. * Gets or sets the radius of the emission cone
  82993. */
  82994. radius: number;
  82995. /**
  82996. * Gets or sets the angle of the emission cone
  82997. */
  82998. angle: number;
  82999. private _buildHeight;
  83000. /**
  83001. * Creates a new instance ConeParticleEmitter
  83002. * @param radius the radius of the emission cone (1 by default)
  83003. * @param angle the cone base angle (PI by default)
  83004. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83005. */
  83006. constructor(radius?: number, angle?: number,
  83007. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83008. directionRandomizer?: number);
  83009. /**
  83010. * Called by the particle System when the direction is computed for the created particle.
  83011. * @param worldMatrix is the world matrix of the particle system
  83012. * @param directionToUpdate is the direction vector to update with the result
  83013. * @param particle is the particle we are computed the direction for
  83014. */
  83015. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83016. /**
  83017. * Called by the particle System when the position is computed for the created particle.
  83018. * @param worldMatrix is the world matrix of the particle system
  83019. * @param positionToUpdate is the position vector to update with the result
  83020. * @param particle is the particle we are computed the position for
  83021. */
  83022. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83023. /**
  83024. * Clones the current emitter and returns a copy of it
  83025. * @returns the new emitter
  83026. */
  83027. clone(): ConeParticleEmitter;
  83028. /**
  83029. * Called by the GPUParticleSystem to setup the update shader
  83030. * @param effect defines the update shader
  83031. */
  83032. applyToShader(effect: Effect): void;
  83033. /**
  83034. * Returns a string to use to update the GPU particles update shader
  83035. * @returns a string containng the defines string
  83036. */
  83037. getEffectDefines(): string;
  83038. /**
  83039. * Returns the string "ConeParticleEmitter"
  83040. * @returns a string containing the class name
  83041. */
  83042. getClassName(): string;
  83043. /**
  83044. * Serializes the particle system to a JSON object.
  83045. * @returns the JSON object
  83046. */
  83047. serialize(): any;
  83048. /**
  83049. * Parse properties from a JSON object
  83050. * @param serializationObject defines the JSON object
  83051. */
  83052. parse(serializationObject: any): void;
  83053. }
  83054. }
  83055. declare module BABYLON {
  83056. /**
  83057. * Particle emitter emitting particles from the inside of a cylinder.
  83058. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83059. */
  83060. export class CylinderParticleEmitter implements IParticleEmitterType {
  83061. /**
  83062. * The radius of the emission cylinder.
  83063. */
  83064. radius: number;
  83065. /**
  83066. * The height of the emission cylinder.
  83067. */
  83068. height: number;
  83069. /**
  83070. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83071. */
  83072. radiusRange: number;
  83073. /**
  83074. * How much to randomize the particle direction [0-1].
  83075. */
  83076. directionRandomizer: number;
  83077. /**
  83078. * Creates a new instance CylinderParticleEmitter
  83079. * @param radius the radius of the emission cylinder (1 by default)
  83080. * @param height the height of the emission cylinder (1 by default)
  83081. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83082. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83083. */
  83084. constructor(
  83085. /**
  83086. * The radius of the emission cylinder.
  83087. */
  83088. radius?: number,
  83089. /**
  83090. * The height of the emission cylinder.
  83091. */
  83092. height?: number,
  83093. /**
  83094. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83095. */
  83096. radiusRange?: number,
  83097. /**
  83098. * How much to randomize the particle direction [0-1].
  83099. */
  83100. directionRandomizer?: number);
  83101. /**
  83102. * Called by the particle System when the direction is computed for the created particle.
  83103. * @param worldMatrix is the world matrix of the particle system
  83104. * @param directionToUpdate is the direction vector to update with the result
  83105. * @param particle is the particle we are computed the direction for
  83106. */
  83107. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83108. /**
  83109. * Called by the particle System when the position is computed for the created particle.
  83110. * @param worldMatrix is the world matrix of the particle system
  83111. * @param positionToUpdate is the position vector to update with the result
  83112. * @param particle is the particle we are computed the position for
  83113. */
  83114. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83115. /**
  83116. * Clones the current emitter and returns a copy of it
  83117. * @returns the new emitter
  83118. */
  83119. clone(): CylinderParticleEmitter;
  83120. /**
  83121. * Called by the GPUParticleSystem to setup the update shader
  83122. * @param effect defines the update shader
  83123. */
  83124. applyToShader(effect: Effect): void;
  83125. /**
  83126. * Returns a string to use to update the GPU particles update shader
  83127. * @returns a string containng the defines string
  83128. */
  83129. getEffectDefines(): string;
  83130. /**
  83131. * Returns the string "CylinderParticleEmitter"
  83132. * @returns a string containing the class name
  83133. */
  83134. getClassName(): string;
  83135. /**
  83136. * Serializes the particle system to a JSON object.
  83137. * @returns the JSON object
  83138. */
  83139. serialize(): any;
  83140. /**
  83141. * Parse properties from a JSON object
  83142. * @param serializationObject defines the JSON object
  83143. */
  83144. parse(serializationObject: any): void;
  83145. }
  83146. /**
  83147. * Particle emitter emitting particles from the inside of a cylinder.
  83148. * It emits the particles randomly between two vectors.
  83149. */
  83150. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83151. /**
  83152. * The min limit of the emission direction.
  83153. */
  83154. direction1: Vector3;
  83155. /**
  83156. * The max limit of the emission direction.
  83157. */
  83158. direction2: Vector3;
  83159. /**
  83160. * Creates a new instance CylinderDirectedParticleEmitter
  83161. * @param radius the radius of the emission cylinder (1 by default)
  83162. * @param height the height of the emission cylinder (1 by default)
  83163. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83164. * @param direction1 the min limit of the emission direction (up vector by default)
  83165. * @param direction2 the max limit of the emission direction (up vector by default)
  83166. */
  83167. constructor(radius?: number, height?: number, radiusRange?: number,
  83168. /**
  83169. * The min limit of the emission direction.
  83170. */
  83171. direction1?: Vector3,
  83172. /**
  83173. * The max limit of the emission direction.
  83174. */
  83175. direction2?: Vector3);
  83176. /**
  83177. * Called by the particle System when the direction is computed for the created particle.
  83178. * @param worldMatrix is the world matrix of the particle system
  83179. * @param directionToUpdate is the direction vector to update with the result
  83180. * @param particle is the particle we are computed the direction for
  83181. */
  83182. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83183. /**
  83184. * Clones the current emitter and returns a copy of it
  83185. * @returns the new emitter
  83186. */
  83187. clone(): CylinderDirectedParticleEmitter;
  83188. /**
  83189. * Called by the GPUParticleSystem to setup the update shader
  83190. * @param effect defines the update shader
  83191. */
  83192. applyToShader(effect: Effect): void;
  83193. /**
  83194. * Returns a string to use to update the GPU particles update shader
  83195. * @returns a string containng the defines string
  83196. */
  83197. getEffectDefines(): string;
  83198. /**
  83199. * Returns the string "CylinderDirectedParticleEmitter"
  83200. * @returns a string containing the class name
  83201. */
  83202. getClassName(): string;
  83203. /**
  83204. * Serializes the particle system to a JSON object.
  83205. * @returns the JSON object
  83206. */
  83207. serialize(): any;
  83208. /**
  83209. * Parse properties from a JSON object
  83210. * @param serializationObject defines the JSON object
  83211. */
  83212. parse(serializationObject: any): void;
  83213. }
  83214. }
  83215. declare module BABYLON {
  83216. /**
  83217. * Particle emitter emitting particles from the inside of a hemisphere.
  83218. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83219. */
  83220. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83221. /**
  83222. * The radius of the emission hemisphere.
  83223. */
  83224. radius: number;
  83225. /**
  83226. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83227. */
  83228. radiusRange: number;
  83229. /**
  83230. * How much to randomize the particle direction [0-1].
  83231. */
  83232. directionRandomizer: number;
  83233. /**
  83234. * Creates a new instance HemisphericParticleEmitter
  83235. * @param radius the radius of the emission hemisphere (1 by default)
  83236. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83237. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83238. */
  83239. constructor(
  83240. /**
  83241. * The radius of the emission hemisphere.
  83242. */
  83243. radius?: number,
  83244. /**
  83245. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83246. */
  83247. radiusRange?: number,
  83248. /**
  83249. * How much to randomize the particle direction [0-1].
  83250. */
  83251. directionRandomizer?: number);
  83252. /**
  83253. * Called by the particle System when the direction is computed for the created particle.
  83254. * @param worldMatrix is the world matrix of the particle system
  83255. * @param directionToUpdate is the direction vector to update with the result
  83256. * @param particle is the particle we are computed the direction for
  83257. */
  83258. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83259. /**
  83260. * Called by the particle System when the position is computed for the created particle.
  83261. * @param worldMatrix is the world matrix of the particle system
  83262. * @param positionToUpdate is the position vector to update with the result
  83263. * @param particle is the particle we are computed the position for
  83264. */
  83265. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83266. /**
  83267. * Clones the current emitter and returns a copy of it
  83268. * @returns the new emitter
  83269. */
  83270. clone(): HemisphericParticleEmitter;
  83271. /**
  83272. * Called by the GPUParticleSystem to setup the update shader
  83273. * @param effect defines the update shader
  83274. */
  83275. applyToShader(effect: Effect): void;
  83276. /**
  83277. * Returns a string to use to update the GPU particles update shader
  83278. * @returns a string containng the defines string
  83279. */
  83280. getEffectDefines(): string;
  83281. /**
  83282. * Returns the string "HemisphericParticleEmitter"
  83283. * @returns a string containing the class name
  83284. */
  83285. getClassName(): string;
  83286. /**
  83287. * Serializes the particle system to a JSON object.
  83288. * @returns the JSON object
  83289. */
  83290. serialize(): any;
  83291. /**
  83292. * Parse properties from a JSON object
  83293. * @param serializationObject defines the JSON object
  83294. */
  83295. parse(serializationObject: any): void;
  83296. }
  83297. }
  83298. declare module BABYLON {
  83299. /**
  83300. * Particle emitter emitting particles from a point.
  83301. * It emits the particles randomly between 2 given directions.
  83302. */
  83303. export class PointParticleEmitter implements IParticleEmitterType {
  83304. /**
  83305. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83306. */
  83307. direction1: Vector3;
  83308. /**
  83309. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83310. */
  83311. direction2: Vector3;
  83312. /**
  83313. * Creates a new instance PointParticleEmitter
  83314. */
  83315. constructor();
  83316. /**
  83317. * Called by the particle System when the direction is computed for the created particle.
  83318. * @param worldMatrix is the world matrix of the particle system
  83319. * @param directionToUpdate is the direction vector to update with the result
  83320. * @param particle is the particle we are computed the direction for
  83321. */
  83322. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83323. /**
  83324. * Called by the particle System when the position is computed for the created particle.
  83325. * @param worldMatrix is the world matrix of the particle system
  83326. * @param positionToUpdate is the position vector to update with the result
  83327. * @param particle is the particle we are computed the position for
  83328. */
  83329. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83330. /**
  83331. * Clones the current emitter and returns a copy of it
  83332. * @returns the new emitter
  83333. */
  83334. clone(): PointParticleEmitter;
  83335. /**
  83336. * Called by the GPUParticleSystem to setup the update shader
  83337. * @param effect defines the update shader
  83338. */
  83339. applyToShader(effect: Effect): void;
  83340. /**
  83341. * Returns a string to use to update the GPU particles update shader
  83342. * @returns a string containng the defines string
  83343. */
  83344. getEffectDefines(): string;
  83345. /**
  83346. * Returns the string "PointParticleEmitter"
  83347. * @returns a string containing the class name
  83348. */
  83349. getClassName(): string;
  83350. /**
  83351. * Serializes the particle system to a JSON object.
  83352. * @returns the JSON object
  83353. */
  83354. serialize(): any;
  83355. /**
  83356. * Parse properties from a JSON object
  83357. * @param serializationObject defines the JSON object
  83358. */
  83359. parse(serializationObject: any): void;
  83360. }
  83361. }
  83362. declare module BABYLON {
  83363. /**
  83364. * Particle emitter emitting particles from the inside of a sphere.
  83365. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83366. */
  83367. export class SphereParticleEmitter implements IParticleEmitterType {
  83368. /**
  83369. * The radius of the emission sphere.
  83370. */
  83371. radius: number;
  83372. /**
  83373. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83374. */
  83375. radiusRange: number;
  83376. /**
  83377. * How much to randomize the particle direction [0-1].
  83378. */
  83379. directionRandomizer: number;
  83380. /**
  83381. * Creates a new instance SphereParticleEmitter
  83382. * @param radius the radius of the emission sphere (1 by default)
  83383. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83384. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83385. */
  83386. constructor(
  83387. /**
  83388. * The radius of the emission sphere.
  83389. */
  83390. radius?: number,
  83391. /**
  83392. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83393. */
  83394. radiusRange?: number,
  83395. /**
  83396. * How much to randomize the particle direction [0-1].
  83397. */
  83398. directionRandomizer?: number);
  83399. /**
  83400. * Called by the particle System when the direction is computed for the created particle.
  83401. * @param worldMatrix is the world matrix of the particle system
  83402. * @param directionToUpdate is the direction vector to update with the result
  83403. * @param particle is the particle we are computed the direction for
  83404. */
  83405. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83406. /**
  83407. * Called by the particle System when the position is computed for the created particle.
  83408. * @param worldMatrix is the world matrix of the particle system
  83409. * @param positionToUpdate is the position vector to update with the result
  83410. * @param particle is the particle we are computed the position for
  83411. */
  83412. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83413. /**
  83414. * Clones the current emitter and returns a copy of it
  83415. * @returns the new emitter
  83416. */
  83417. clone(): SphereParticleEmitter;
  83418. /**
  83419. * Called by the GPUParticleSystem to setup the update shader
  83420. * @param effect defines the update shader
  83421. */
  83422. applyToShader(effect: Effect): void;
  83423. /**
  83424. * Returns a string to use to update the GPU particles update shader
  83425. * @returns a string containng the defines string
  83426. */
  83427. getEffectDefines(): string;
  83428. /**
  83429. * Returns the string "SphereParticleEmitter"
  83430. * @returns a string containing the class name
  83431. */
  83432. getClassName(): string;
  83433. /**
  83434. * Serializes the particle system to a JSON object.
  83435. * @returns the JSON object
  83436. */
  83437. serialize(): any;
  83438. /**
  83439. * Parse properties from a JSON object
  83440. * @param serializationObject defines the JSON object
  83441. */
  83442. parse(serializationObject: any): void;
  83443. }
  83444. /**
  83445. * Particle emitter emitting particles from the inside of a sphere.
  83446. * It emits the particles randomly between two vectors.
  83447. */
  83448. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83449. /**
  83450. * The min limit of the emission direction.
  83451. */
  83452. direction1: Vector3;
  83453. /**
  83454. * The max limit of the emission direction.
  83455. */
  83456. direction2: Vector3;
  83457. /**
  83458. * Creates a new instance SphereDirectedParticleEmitter
  83459. * @param radius the radius of the emission sphere (1 by default)
  83460. * @param direction1 the min limit of the emission direction (up vector by default)
  83461. * @param direction2 the max limit of the emission direction (up vector by default)
  83462. */
  83463. constructor(radius?: number,
  83464. /**
  83465. * The min limit of the emission direction.
  83466. */
  83467. direction1?: Vector3,
  83468. /**
  83469. * The max limit of the emission direction.
  83470. */
  83471. direction2?: Vector3);
  83472. /**
  83473. * Called by the particle System when the direction is computed for the created particle.
  83474. * @param worldMatrix is the world matrix of the particle system
  83475. * @param directionToUpdate is the direction vector to update with the result
  83476. * @param particle is the particle we are computed the direction for
  83477. */
  83478. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83479. /**
  83480. * Clones the current emitter and returns a copy of it
  83481. * @returns the new emitter
  83482. */
  83483. clone(): SphereDirectedParticleEmitter;
  83484. /**
  83485. * Called by the GPUParticleSystem to setup the update shader
  83486. * @param effect defines the update shader
  83487. */
  83488. applyToShader(effect: Effect): void;
  83489. /**
  83490. * Returns a string to use to update the GPU particles update shader
  83491. * @returns a string containng the defines string
  83492. */
  83493. getEffectDefines(): string;
  83494. /**
  83495. * Returns the string "SphereDirectedParticleEmitter"
  83496. * @returns a string containing the class name
  83497. */
  83498. getClassName(): string;
  83499. /**
  83500. * Serializes the particle system to a JSON object.
  83501. * @returns the JSON object
  83502. */
  83503. serialize(): any;
  83504. /**
  83505. * Parse properties from a JSON object
  83506. * @param serializationObject defines the JSON object
  83507. */
  83508. parse(serializationObject: any): void;
  83509. }
  83510. }
  83511. declare module BABYLON {
  83512. /**
  83513. * Interface representing a particle system in Babylon.js.
  83514. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83515. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83516. */
  83517. export interface IParticleSystem {
  83518. /**
  83519. * List of animations used by the particle system.
  83520. */
  83521. animations: Animation[];
  83522. /**
  83523. * The id of the Particle system.
  83524. */
  83525. id: string;
  83526. /**
  83527. * The name of the Particle system.
  83528. */
  83529. name: string;
  83530. /**
  83531. * The emitter represents the Mesh or position we are attaching the particle system to.
  83532. */
  83533. emitter: Nullable<AbstractMesh | Vector3>;
  83534. /**
  83535. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83536. */
  83537. isBillboardBased: boolean;
  83538. /**
  83539. * The rendering group used by the Particle system to chose when to render.
  83540. */
  83541. renderingGroupId: number;
  83542. /**
  83543. * The layer mask we are rendering the particles through.
  83544. */
  83545. layerMask: number;
  83546. /**
  83547. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83548. */
  83549. updateSpeed: number;
  83550. /**
  83551. * The amount of time the particle system is running (depends of the overall update speed).
  83552. */
  83553. targetStopDuration: number;
  83554. /**
  83555. * The texture used to render each particle. (this can be a spritesheet)
  83556. */
  83557. particleTexture: Nullable<Texture>;
  83558. /**
  83559. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83560. */
  83561. blendMode: number;
  83562. /**
  83563. * Minimum life time of emitting particles.
  83564. */
  83565. minLifeTime: number;
  83566. /**
  83567. * Maximum life time of emitting particles.
  83568. */
  83569. maxLifeTime: number;
  83570. /**
  83571. * Minimum Size of emitting particles.
  83572. */
  83573. minSize: number;
  83574. /**
  83575. * Maximum Size of emitting particles.
  83576. */
  83577. maxSize: number;
  83578. /**
  83579. * Minimum scale of emitting particles on X axis.
  83580. */
  83581. minScaleX: number;
  83582. /**
  83583. * Maximum scale of emitting particles on X axis.
  83584. */
  83585. maxScaleX: number;
  83586. /**
  83587. * Minimum scale of emitting particles on Y axis.
  83588. */
  83589. minScaleY: number;
  83590. /**
  83591. * Maximum scale of emitting particles on Y axis.
  83592. */
  83593. maxScaleY: number;
  83594. /**
  83595. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83596. */
  83597. color1: Color4;
  83598. /**
  83599. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83600. */
  83601. color2: Color4;
  83602. /**
  83603. * Color the particle will have at the end of its lifetime.
  83604. */
  83605. colorDead: Color4;
  83606. /**
  83607. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83608. */
  83609. emitRate: number;
  83610. /**
  83611. * You can use gravity if you want to give an orientation to your particles.
  83612. */
  83613. gravity: Vector3;
  83614. /**
  83615. * Minimum power of emitting particles.
  83616. */
  83617. minEmitPower: number;
  83618. /**
  83619. * Maximum power of emitting particles.
  83620. */
  83621. maxEmitPower: number;
  83622. /**
  83623. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83624. */
  83625. minAngularSpeed: number;
  83626. /**
  83627. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83628. */
  83629. maxAngularSpeed: number;
  83630. /**
  83631. * Gets or sets the minimal initial rotation in radians.
  83632. */
  83633. minInitialRotation: number;
  83634. /**
  83635. * Gets or sets the maximal initial rotation in radians.
  83636. */
  83637. maxInitialRotation: number;
  83638. /**
  83639. * The particle emitter type defines the emitter used by the particle system.
  83640. * It can be for example box, sphere, or cone...
  83641. */
  83642. particleEmitterType: Nullable<IParticleEmitterType>;
  83643. /**
  83644. * Defines the delay in milliseconds before starting the system (0 by default)
  83645. */
  83646. startDelay: number;
  83647. /**
  83648. * 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
  83649. */
  83650. preWarmCycles: number;
  83651. /**
  83652. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83653. */
  83654. preWarmStepOffset: number;
  83655. /**
  83656. * 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)
  83657. */
  83658. spriteCellChangeSpeed: number;
  83659. /**
  83660. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83661. */
  83662. startSpriteCellID: number;
  83663. /**
  83664. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83665. */
  83666. endSpriteCellID: number;
  83667. /**
  83668. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83669. */
  83670. spriteCellWidth: number;
  83671. /**
  83672. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83673. */
  83674. spriteCellHeight: number;
  83675. /**
  83676. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83677. */
  83678. spriteRandomStartCell: boolean;
  83679. /**
  83680. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83681. */
  83682. isAnimationSheetEnabled: boolean;
  83683. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83684. translationPivot: Vector2;
  83685. /**
  83686. * Gets or sets a texture used to add random noise to particle positions
  83687. */
  83688. noiseTexture: Nullable<BaseTexture>;
  83689. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83690. noiseStrength: Vector3;
  83691. /**
  83692. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83693. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83694. */
  83695. billboardMode: number;
  83696. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83697. limitVelocityDamping: number;
  83698. /**
  83699. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83700. */
  83701. beginAnimationOnStart: boolean;
  83702. /**
  83703. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83704. */
  83705. beginAnimationFrom: number;
  83706. /**
  83707. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83708. */
  83709. beginAnimationTo: number;
  83710. /**
  83711. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83712. */
  83713. beginAnimationLoop: boolean;
  83714. /**
  83715. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83716. */
  83717. disposeOnStop: boolean;
  83718. /**
  83719. * Gets the maximum number of particles active at the same time.
  83720. * @returns The max number of active particles.
  83721. */
  83722. getCapacity(): number;
  83723. /**
  83724. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83725. * @returns True if it has been started, otherwise false.
  83726. */
  83727. isStarted(): boolean;
  83728. /**
  83729. * Animates the particle system for this frame.
  83730. */
  83731. animate(): void;
  83732. /**
  83733. * Renders the particle system in its current state.
  83734. * @returns the current number of particles
  83735. */
  83736. render(): number;
  83737. /**
  83738. * Dispose the particle system and frees its associated resources.
  83739. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83740. */
  83741. dispose(disposeTexture?: boolean): void;
  83742. /**
  83743. * Clones the particle system.
  83744. * @param name The name of the cloned object
  83745. * @param newEmitter The new emitter to use
  83746. * @returns the cloned particle system
  83747. */
  83748. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83749. /**
  83750. * Serializes the particle system to a JSON object.
  83751. * @returns the JSON object
  83752. */
  83753. serialize(): any;
  83754. /**
  83755. * Rebuild the particle system
  83756. */
  83757. rebuild(): void;
  83758. /**
  83759. * Starts the particle system and begins to emit
  83760. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83761. */
  83762. start(delay?: number): void;
  83763. /**
  83764. * Stops the particle system.
  83765. */
  83766. stop(): void;
  83767. /**
  83768. * Remove all active particles
  83769. */
  83770. reset(): void;
  83771. /**
  83772. * Is this system ready to be used/rendered
  83773. * @return true if the system is ready
  83774. */
  83775. isReady(): boolean;
  83776. /**
  83777. * Adds a new color gradient
  83778. * @param gradient defines the gradient to use (between 0 and 1)
  83779. * @param color1 defines the color to affect to the specified gradient
  83780. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83781. * @returns the current particle system
  83782. */
  83783. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83784. /**
  83785. * Remove a specific color gradient
  83786. * @param gradient defines the gradient to remove
  83787. * @returns the current particle system
  83788. */
  83789. removeColorGradient(gradient: number): IParticleSystem;
  83790. /**
  83791. * Adds a new size gradient
  83792. * @param gradient defines the gradient to use (between 0 and 1)
  83793. * @param factor defines the size factor to affect to the specified gradient
  83794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83795. * @returns the current particle system
  83796. */
  83797. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83798. /**
  83799. * Remove a specific size gradient
  83800. * @param gradient defines the gradient to remove
  83801. * @returns the current particle system
  83802. */
  83803. removeSizeGradient(gradient: number): IParticleSystem;
  83804. /**
  83805. * Gets the current list of color gradients.
  83806. * You must use addColorGradient and removeColorGradient to udpate this list
  83807. * @returns the list of color gradients
  83808. */
  83809. getColorGradients(): Nullable<Array<ColorGradient>>;
  83810. /**
  83811. * Gets the current list of size gradients.
  83812. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83813. * @returns the list of size gradients
  83814. */
  83815. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83816. /**
  83817. * Gets the current list of angular speed gradients.
  83818. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83819. * @returns the list of angular speed gradients
  83820. */
  83821. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83822. /**
  83823. * Adds a new angular speed gradient
  83824. * @param gradient defines the gradient to use (between 0 and 1)
  83825. * @param factor defines the angular speed to affect to the specified gradient
  83826. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83827. * @returns the current particle system
  83828. */
  83829. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83830. /**
  83831. * Remove a specific angular speed gradient
  83832. * @param gradient defines the gradient to remove
  83833. * @returns the current particle system
  83834. */
  83835. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83836. /**
  83837. * Gets the current list of velocity gradients.
  83838. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83839. * @returns the list of velocity gradients
  83840. */
  83841. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83842. /**
  83843. * Adds a new velocity gradient
  83844. * @param gradient defines the gradient to use (between 0 and 1)
  83845. * @param factor defines the velocity to affect to the specified gradient
  83846. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83847. * @returns the current particle system
  83848. */
  83849. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83850. /**
  83851. * Remove a specific velocity gradient
  83852. * @param gradient defines the gradient to remove
  83853. * @returns the current particle system
  83854. */
  83855. removeVelocityGradient(gradient: number): IParticleSystem;
  83856. /**
  83857. * Gets the current list of limit velocity gradients.
  83858. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83859. * @returns the list of limit velocity gradients
  83860. */
  83861. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83862. /**
  83863. * Adds a new limit velocity gradient
  83864. * @param gradient defines the gradient to use (between 0 and 1)
  83865. * @param factor defines the limit velocity to affect to the specified gradient
  83866. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83867. * @returns the current particle system
  83868. */
  83869. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83870. /**
  83871. * Remove a specific limit velocity gradient
  83872. * @param gradient defines the gradient to remove
  83873. * @returns the current particle system
  83874. */
  83875. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83876. /**
  83877. * Adds a new drag gradient
  83878. * @param gradient defines the gradient to use (between 0 and 1)
  83879. * @param factor defines the drag to affect to the specified gradient
  83880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83881. * @returns the current particle system
  83882. */
  83883. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83884. /**
  83885. * Remove a specific drag gradient
  83886. * @param gradient defines the gradient to remove
  83887. * @returns the current particle system
  83888. */
  83889. removeDragGradient(gradient: number): IParticleSystem;
  83890. /**
  83891. * Gets the current list of drag gradients.
  83892. * You must use addDragGradient and removeDragGradient to udpate this list
  83893. * @returns the list of drag gradients
  83894. */
  83895. getDragGradients(): Nullable<Array<FactorGradient>>;
  83896. /**
  83897. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83898. * @param gradient defines the gradient to use (between 0 and 1)
  83899. * @param factor defines the emit rate to affect to the specified gradient
  83900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83901. * @returns the current particle system
  83902. */
  83903. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83904. /**
  83905. * Remove a specific emit rate gradient
  83906. * @param gradient defines the gradient to remove
  83907. * @returns the current particle system
  83908. */
  83909. removeEmitRateGradient(gradient: number): IParticleSystem;
  83910. /**
  83911. * Gets the current list of emit rate gradients.
  83912. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83913. * @returns the list of emit rate gradients
  83914. */
  83915. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83916. /**
  83917. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83918. * @param gradient defines the gradient to use (between 0 and 1)
  83919. * @param factor defines the start size to affect to the specified gradient
  83920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83921. * @returns the current particle system
  83922. */
  83923. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83924. /**
  83925. * Remove a specific start size gradient
  83926. * @param gradient defines the gradient to remove
  83927. * @returns the current particle system
  83928. */
  83929. removeStartSizeGradient(gradient: number): IParticleSystem;
  83930. /**
  83931. * Gets the current list of start size gradients.
  83932. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83933. * @returns the list of start size gradients
  83934. */
  83935. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83936. /**
  83937. * Adds a new life time gradient
  83938. * @param gradient defines the gradient to use (between 0 and 1)
  83939. * @param factor defines the life time factor to affect to the specified gradient
  83940. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83941. * @returns the current particle system
  83942. */
  83943. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83944. /**
  83945. * Remove a specific life time gradient
  83946. * @param gradient defines the gradient to remove
  83947. * @returns the current particle system
  83948. */
  83949. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83950. /**
  83951. * Gets the current list of life time gradients.
  83952. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83953. * @returns the list of life time gradients
  83954. */
  83955. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83956. /**
  83957. * Gets the current list of color gradients.
  83958. * You must use addColorGradient and removeColorGradient to udpate this list
  83959. * @returns the list of color gradients
  83960. */
  83961. getColorGradients(): Nullable<Array<ColorGradient>>;
  83962. /**
  83963. * Adds a new ramp gradient used to remap particle colors
  83964. * @param gradient defines the gradient to use (between 0 and 1)
  83965. * @param color defines the color to affect to the specified gradient
  83966. * @returns the current particle system
  83967. */
  83968. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83969. /**
  83970. * Gets the current list of ramp gradients.
  83971. * You must use addRampGradient and removeRampGradient to udpate this list
  83972. * @returns the list of ramp gradients
  83973. */
  83974. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83975. /** Gets or sets a boolean indicating that ramp gradients must be used
  83976. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83977. */
  83978. useRampGradients: boolean;
  83979. /**
  83980. * Adds a new color remap gradient
  83981. * @param gradient defines the gradient to use (between 0 and 1)
  83982. * @param min defines the color remap minimal range
  83983. * @param max defines the color remap maximal range
  83984. * @returns the current particle system
  83985. */
  83986. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83987. /**
  83988. * Gets the current list of color remap gradients.
  83989. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83990. * @returns the list of color remap gradients
  83991. */
  83992. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83993. /**
  83994. * Adds a new alpha remap gradient
  83995. * @param gradient defines the gradient to use (between 0 and 1)
  83996. * @param min defines the alpha remap minimal range
  83997. * @param max defines the alpha remap maximal range
  83998. * @returns the current particle system
  83999. */
  84000. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84001. /**
  84002. * Gets the current list of alpha remap gradients.
  84003. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84004. * @returns the list of alpha remap gradients
  84005. */
  84006. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84007. /**
  84008. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84009. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84010. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84011. * @returns the emitter
  84012. */
  84013. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84014. /**
  84015. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84016. * @param radius The radius of the hemisphere to emit from
  84017. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84018. * @returns the emitter
  84019. */
  84020. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84021. /**
  84022. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84023. * @param radius The radius of the sphere to emit from
  84024. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84025. * @returns the emitter
  84026. */
  84027. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84028. /**
  84029. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84030. * @param radius The radius of the sphere to emit from
  84031. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84032. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84033. * @returns the emitter
  84034. */
  84035. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84036. /**
  84037. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84038. * @param radius The radius of the emission cylinder
  84039. * @param height The height of the emission cylinder
  84040. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84041. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84042. * @returns the emitter
  84043. */
  84044. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84045. /**
  84046. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84047. * @param radius The radius of the cylinder to emit from
  84048. * @param height The height of the emission cylinder
  84049. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84050. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84051. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84052. * @returns the emitter
  84053. */
  84054. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84055. /**
  84056. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84057. * @param radius The radius of the cone to emit from
  84058. * @param angle The base angle of the cone
  84059. * @returns the emitter
  84060. */
  84061. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84062. /**
  84063. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84064. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84065. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84066. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84067. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84068. * @returns the emitter
  84069. */
  84070. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84071. /**
  84072. * Get hosting scene
  84073. * @returns the scene
  84074. */
  84075. getScene(): Scene;
  84076. }
  84077. }
  84078. declare module BABYLON {
  84079. /**
  84080. * Creates an instance based on a source mesh.
  84081. */
  84082. export class InstancedMesh extends AbstractMesh {
  84083. private _sourceMesh;
  84084. private _currentLOD;
  84085. /** @hidden */
  84086. _indexInSourceMeshInstanceArray: number;
  84087. constructor(name: string, source: Mesh);
  84088. /**
  84089. * Returns the string "InstancedMesh".
  84090. */
  84091. getClassName(): string;
  84092. /** Gets the list of lights affecting that mesh */
  84093. readonly lightSources: Light[];
  84094. _resyncLightSources(): void;
  84095. _resyncLighSource(light: Light): void;
  84096. _removeLightSource(light: Light, dispose: boolean): void;
  84097. /**
  84098. * If the source mesh receives shadows
  84099. */
  84100. readonly receiveShadows: boolean;
  84101. /**
  84102. * The material of the source mesh
  84103. */
  84104. readonly material: Nullable<Material>;
  84105. /**
  84106. * Visibility of the source mesh
  84107. */
  84108. readonly visibility: number;
  84109. /**
  84110. * Skeleton of the source mesh
  84111. */
  84112. readonly skeleton: Nullable<Skeleton>;
  84113. /**
  84114. * Rendering ground id of the source mesh
  84115. */
  84116. renderingGroupId: number;
  84117. /**
  84118. * Returns the total number of vertices (integer).
  84119. */
  84120. getTotalVertices(): number;
  84121. /**
  84122. * Returns a positive integer : the total number of indices in this mesh geometry.
  84123. * @returns the numner of indices or zero if the mesh has no geometry.
  84124. */
  84125. getTotalIndices(): number;
  84126. /**
  84127. * The source mesh of the instance
  84128. */
  84129. readonly sourceMesh: Mesh;
  84130. /**
  84131. * Is this node ready to be used/rendered
  84132. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84133. * @return {boolean} is it ready
  84134. */
  84135. isReady(completeCheck?: boolean): boolean;
  84136. /**
  84137. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84138. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84139. * @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.
  84140. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84141. */
  84142. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84143. /**
  84144. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84145. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84146. * The `data` are either a numeric array either a Float32Array.
  84147. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84148. * 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).
  84149. * Note that a new underlying VertexBuffer object is created each call.
  84150. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84151. *
  84152. * Possible `kind` values :
  84153. * - VertexBuffer.PositionKind
  84154. * - VertexBuffer.UVKind
  84155. * - VertexBuffer.UV2Kind
  84156. * - VertexBuffer.UV3Kind
  84157. * - VertexBuffer.UV4Kind
  84158. * - VertexBuffer.UV5Kind
  84159. * - VertexBuffer.UV6Kind
  84160. * - VertexBuffer.ColorKind
  84161. * - VertexBuffer.MatricesIndicesKind
  84162. * - VertexBuffer.MatricesIndicesExtraKind
  84163. * - VertexBuffer.MatricesWeightsKind
  84164. * - VertexBuffer.MatricesWeightsExtraKind
  84165. *
  84166. * Returns the Mesh.
  84167. */
  84168. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84169. /**
  84170. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84171. * If the mesh has no geometry, it is simply returned as it is.
  84172. * The `data` are either a numeric array either a Float32Array.
  84173. * No new underlying VertexBuffer object is created.
  84174. * 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.
  84175. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84176. *
  84177. * Possible `kind` values :
  84178. * - VertexBuffer.PositionKind
  84179. * - VertexBuffer.UVKind
  84180. * - VertexBuffer.UV2Kind
  84181. * - VertexBuffer.UV3Kind
  84182. * - VertexBuffer.UV4Kind
  84183. * - VertexBuffer.UV5Kind
  84184. * - VertexBuffer.UV6Kind
  84185. * - VertexBuffer.ColorKind
  84186. * - VertexBuffer.MatricesIndicesKind
  84187. * - VertexBuffer.MatricesIndicesExtraKind
  84188. * - VertexBuffer.MatricesWeightsKind
  84189. * - VertexBuffer.MatricesWeightsExtraKind
  84190. *
  84191. * Returns the Mesh.
  84192. */
  84193. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84194. /**
  84195. * Sets the mesh indices.
  84196. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84197. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84198. * This method creates a new index buffer each call.
  84199. * Returns the Mesh.
  84200. */
  84201. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84202. /**
  84203. * Boolean : True if the mesh owns the requested kind of data.
  84204. */
  84205. isVerticesDataPresent(kind: string): boolean;
  84206. /**
  84207. * Returns an array of indices (IndicesArray).
  84208. */
  84209. getIndices(): Nullable<IndicesArray>;
  84210. readonly _positions: Nullable<Vector3[]>;
  84211. /**
  84212. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84213. * This means the mesh underlying bounding box and sphere are recomputed.
  84214. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84215. * @returns the current mesh
  84216. */
  84217. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84218. /** @hidden */
  84219. _preActivate(): InstancedMesh;
  84220. /** @hidden */
  84221. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84222. /** @hidden */
  84223. _postActivate(): void;
  84224. getWorldMatrix(): Matrix;
  84225. readonly isAnInstance: boolean;
  84226. /**
  84227. * Returns the current associated LOD AbstractMesh.
  84228. */
  84229. getLOD(camera: Camera): AbstractMesh;
  84230. /** @hidden */
  84231. _syncSubMeshes(): InstancedMesh;
  84232. /** @hidden */
  84233. _generatePointsArray(): boolean;
  84234. /**
  84235. * Creates a new InstancedMesh from the current mesh.
  84236. * - name (string) : the cloned mesh name
  84237. * - newParent (optional Node) : the optional Node to parent the clone to.
  84238. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84239. *
  84240. * Returns the clone.
  84241. */
  84242. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84243. /**
  84244. * Disposes the InstancedMesh.
  84245. * Returns nothing.
  84246. */
  84247. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84248. }
  84249. }
  84250. declare module BABYLON {
  84251. /**
  84252. * Defines the options associated with the creation of a shader material.
  84253. */
  84254. export interface IShaderMaterialOptions {
  84255. /**
  84256. * Does the material work in alpha blend mode
  84257. */
  84258. needAlphaBlending: boolean;
  84259. /**
  84260. * Does the material work in alpha test mode
  84261. */
  84262. needAlphaTesting: boolean;
  84263. /**
  84264. * The list of attribute names used in the shader
  84265. */
  84266. attributes: string[];
  84267. /**
  84268. * The list of unifrom names used in the shader
  84269. */
  84270. uniforms: string[];
  84271. /**
  84272. * The list of UBO names used in the shader
  84273. */
  84274. uniformBuffers: string[];
  84275. /**
  84276. * The list of sampler names used in the shader
  84277. */
  84278. samplers: string[];
  84279. /**
  84280. * The list of defines used in the shader
  84281. */
  84282. defines: string[];
  84283. }
  84284. /**
  84285. * 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.
  84286. *
  84287. * This returned material effects how the mesh will look based on the code in the shaders.
  84288. *
  84289. * @see http://doc.babylonjs.com/how_to/shader_material
  84290. */
  84291. export class ShaderMaterial extends Material {
  84292. private _shaderPath;
  84293. private _options;
  84294. private _textures;
  84295. private _textureArrays;
  84296. private _floats;
  84297. private _ints;
  84298. private _floatsArrays;
  84299. private _colors3;
  84300. private _colors3Arrays;
  84301. private _colors4;
  84302. private _colors4Arrays;
  84303. private _vectors2;
  84304. private _vectors3;
  84305. private _vectors4;
  84306. private _matrices;
  84307. private _matrices3x3;
  84308. private _matrices2x2;
  84309. private _vectors2Arrays;
  84310. private _vectors3Arrays;
  84311. private _vectors4Arrays;
  84312. private _cachedWorldViewMatrix;
  84313. private _cachedWorldViewProjectionMatrix;
  84314. private _renderId;
  84315. /**
  84316. * Instantiate a new shader material.
  84317. * 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.
  84318. * This returned material effects how the mesh will look based on the code in the shaders.
  84319. * @see http://doc.babylonjs.com/how_to/shader_material
  84320. * @param name Define the name of the material in the scene
  84321. * @param scene Define the scene the material belongs to
  84322. * @param shaderPath Defines the route to the shader code in one of three ways:
  84323. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84324. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84325. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84326. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84327. * @param options Define the options used to create the shader
  84328. */
  84329. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84330. /**
  84331. * Gets the options used to compile the shader.
  84332. * They can be modified to trigger a new compilation
  84333. */
  84334. readonly options: IShaderMaterialOptions;
  84335. /**
  84336. * Gets the current class name of the material e.g. "ShaderMaterial"
  84337. * Mainly use in serialization.
  84338. * @returns the class name
  84339. */
  84340. getClassName(): string;
  84341. /**
  84342. * Specifies if the material will require alpha blending
  84343. * @returns a boolean specifying if alpha blending is needed
  84344. */
  84345. needAlphaBlending(): boolean;
  84346. /**
  84347. * Specifies if this material should be rendered in alpha test mode
  84348. * @returns a boolean specifying if an alpha test is needed.
  84349. */
  84350. needAlphaTesting(): boolean;
  84351. private _checkUniform;
  84352. /**
  84353. * Set a texture in the shader.
  84354. * @param name Define the name of the uniform samplers as defined in the shader
  84355. * @param texture Define the texture to bind to this sampler
  84356. * @return the material itself allowing "fluent" like uniform updates
  84357. */
  84358. setTexture(name: string, texture: Texture): ShaderMaterial;
  84359. /**
  84360. * Set a texture array in the shader.
  84361. * @param name Define the name of the uniform sampler array as defined in the shader
  84362. * @param textures Define the list of textures to bind to this sampler
  84363. * @return the material itself allowing "fluent" like uniform updates
  84364. */
  84365. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84366. /**
  84367. * Set a float in the shader.
  84368. * @param name Define the name of the uniform as defined in the shader
  84369. * @param value Define the value to give to the uniform
  84370. * @return the material itself allowing "fluent" like uniform updates
  84371. */
  84372. setFloat(name: string, value: number): ShaderMaterial;
  84373. /**
  84374. * Set a int in the shader.
  84375. * @param name Define the name of the uniform as defined in the shader
  84376. * @param value Define the value to give to the uniform
  84377. * @return the material itself allowing "fluent" like uniform updates
  84378. */
  84379. setInt(name: string, value: number): ShaderMaterial;
  84380. /**
  84381. * Set an array of floats in the shader.
  84382. * @param name Define the name of the uniform as defined in the shader
  84383. * @param value Define the value to give to the uniform
  84384. * @return the material itself allowing "fluent" like uniform updates
  84385. */
  84386. setFloats(name: string, value: number[]): ShaderMaterial;
  84387. /**
  84388. * Set a vec3 in the shader from a Color3.
  84389. * @param name Define the name of the uniform as defined in the shader
  84390. * @param value Define the value to give to the uniform
  84391. * @return the material itself allowing "fluent" like uniform updates
  84392. */
  84393. setColor3(name: string, value: Color3): ShaderMaterial;
  84394. /**
  84395. * Set a vec3 array in the shader from a Color3 array.
  84396. * @param name Define the name of the uniform as defined in the shader
  84397. * @param value Define the value to give to the uniform
  84398. * @return the material itself allowing "fluent" like uniform updates
  84399. */
  84400. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84401. /**
  84402. * Set a vec4 in the shader from a Color4.
  84403. * @param name Define the name of the uniform as defined in the shader
  84404. * @param value Define the value to give to the uniform
  84405. * @return the material itself allowing "fluent" like uniform updates
  84406. */
  84407. setColor4(name: string, value: Color4): ShaderMaterial;
  84408. /**
  84409. * Set a vec4 array in the shader from a Color4 array.
  84410. * @param name Define the name of the uniform as defined in the shader
  84411. * @param value Define the value to give to the uniform
  84412. * @return the material itself allowing "fluent" like uniform updates
  84413. */
  84414. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84415. /**
  84416. * Set a vec2 in the shader from a Vector2.
  84417. * @param name Define the name of the uniform as defined in the shader
  84418. * @param value Define the value to give to the uniform
  84419. * @return the material itself allowing "fluent" like uniform updates
  84420. */
  84421. setVector2(name: string, value: Vector2): ShaderMaterial;
  84422. /**
  84423. * Set a vec3 in the shader from a Vector3.
  84424. * @param name Define the name of the uniform as defined in the shader
  84425. * @param value Define the value to give to the uniform
  84426. * @return the material itself allowing "fluent" like uniform updates
  84427. */
  84428. setVector3(name: string, value: Vector3): ShaderMaterial;
  84429. /**
  84430. * Set a vec4 in the shader from a Vector4.
  84431. * @param name Define the name of the uniform as defined in the shader
  84432. * @param value Define the value to give to the uniform
  84433. * @return the material itself allowing "fluent" like uniform updates
  84434. */
  84435. setVector4(name: string, value: Vector4): ShaderMaterial;
  84436. /**
  84437. * Set a mat4 in the shader from a Matrix.
  84438. * @param name Define the name of the uniform as defined in the shader
  84439. * @param value Define the value to give to the uniform
  84440. * @return the material itself allowing "fluent" like uniform updates
  84441. */
  84442. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84443. /**
  84444. * Set a mat3 in the shader from a Float32Array.
  84445. * @param name Define the name of the uniform as defined in the shader
  84446. * @param value Define the value to give to the uniform
  84447. * @return the material itself allowing "fluent" like uniform updates
  84448. */
  84449. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84450. /**
  84451. * Set a mat2 in the shader from a Float32Array.
  84452. * @param name Define the name of the uniform as defined in the shader
  84453. * @param value Define the value to give to the uniform
  84454. * @return the material itself allowing "fluent" like uniform updates
  84455. */
  84456. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84457. /**
  84458. * Set a vec2 array in the shader from a number array.
  84459. * @param name Define the name of the uniform as defined in the shader
  84460. * @param value Define the value to give to the uniform
  84461. * @return the material itself allowing "fluent" like uniform updates
  84462. */
  84463. setArray2(name: string, value: number[]): ShaderMaterial;
  84464. /**
  84465. * Set a vec3 array in the shader from a number array.
  84466. * @param name Define the name of the uniform as defined in the shader
  84467. * @param value Define the value to give to the uniform
  84468. * @return the material itself allowing "fluent" like uniform updates
  84469. */
  84470. setArray3(name: string, value: number[]): ShaderMaterial;
  84471. /**
  84472. * Set a vec4 array in the shader from a number array.
  84473. * @param name Define the name of the uniform as defined in the shader
  84474. * @param value Define the value to give to the uniform
  84475. * @return the material itself allowing "fluent" like uniform updates
  84476. */
  84477. setArray4(name: string, value: number[]): ShaderMaterial;
  84478. private _checkCache;
  84479. /**
  84480. * Specifies that the submesh is ready to be used
  84481. * @param mesh defines the mesh to check
  84482. * @param subMesh defines which submesh to check
  84483. * @param useInstances specifies that instances should be used
  84484. * @returns a boolean indicating that the submesh is ready or not
  84485. */
  84486. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84487. /**
  84488. * Checks if the material is ready to render the requested mesh
  84489. * @param mesh Define the mesh to render
  84490. * @param useInstances Define whether or not the material is used with instances
  84491. * @returns true if ready, otherwise false
  84492. */
  84493. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84494. /**
  84495. * Binds the world matrix to the material
  84496. * @param world defines the world transformation matrix
  84497. */
  84498. bindOnlyWorldMatrix(world: Matrix): void;
  84499. /**
  84500. * Binds the material to the mesh
  84501. * @param world defines the world transformation matrix
  84502. * @param mesh defines the mesh to bind the material to
  84503. */
  84504. bind(world: Matrix, mesh?: Mesh): void;
  84505. /**
  84506. * Gets the active textures from the material
  84507. * @returns an array of textures
  84508. */
  84509. getActiveTextures(): BaseTexture[];
  84510. /**
  84511. * Specifies if the material uses a texture
  84512. * @param texture defines the texture to check against the material
  84513. * @returns a boolean specifying if the material uses the texture
  84514. */
  84515. hasTexture(texture: BaseTexture): boolean;
  84516. /**
  84517. * Makes a duplicate of the material, and gives it a new name
  84518. * @param name defines the new name for the duplicated material
  84519. * @returns the cloned material
  84520. */
  84521. clone(name: string): ShaderMaterial;
  84522. /**
  84523. * Disposes the material
  84524. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84525. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84526. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84527. */
  84528. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84529. /**
  84530. * Serializes this material in a JSON representation
  84531. * @returns the serialized material object
  84532. */
  84533. serialize(): any;
  84534. /**
  84535. * Creates a shader material from parsed shader material data
  84536. * @param source defines the JSON represnetation of the material
  84537. * @param scene defines the hosting scene
  84538. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84539. * @returns a new material
  84540. */
  84541. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84542. }
  84543. }
  84544. declare module BABYLON {
  84545. /** @hidden */
  84546. export var colorPixelShader: {
  84547. name: string;
  84548. shader: string;
  84549. };
  84550. }
  84551. declare module BABYLON {
  84552. /** @hidden */
  84553. export var colorVertexShader: {
  84554. name: string;
  84555. shader: string;
  84556. };
  84557. }
  84558. declare module BABYLON {
  84559. /**
  84560. * Line mesh
  84561. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84562. */
  84563. export class LinesMesh extends Mesh {
  84564. /**
  84565. * If vertex color should be applied to the mesh
  84566. */
  84567. readonly useVertexColor?: boolean | undefined;
  84568. /**
  84569. * If vertex alpha should be applied to the mesh
  84570. */
  84571. readonly useVertexAlpha?: boolean | undefined;
  84572. /**
  84573. * Color of the line (Default: White)
  84574. */
  84575. color: Color3;
  84576. /**
  84577. * Alpha of the line (Default: 1)
  84578. */
  84579. alpha: number;
  84580. /**
  84581. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84582. * This margin is expressed in world space coordinates, so its value may vary.
  84583. * Default value is 0.1
  84584. */
  84585. intersectionThreshold: number;
  84586. private _colorShader;
  84587. private color4;
  84588. /**
  84589. * Creates a new LinesMesh
  84590. * @param name defines the name
  84591. * @param scene defines the hosting scene
  84592. * @param parent defines the parent mesh if any
  84593. * @param source defines the optional source LinesMesh used to clone data from
  84594. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84595. * When false, achieved by calling a clone(), also passing False.
  84596. * This will make creation of children, recursive.
  84597. * @param useVertexColor defines if this LinesMesh supports vertex color
  84598. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84599. */
  84600. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84601. /**
  84602. * If vertex color should be applied to the mesh
  84603. */
  84604. useVertexColor?: boolean | undefined,
  84605. /**
  84606. * If vertex alpha should be applied to the mesh
  84607. */
  84608. useVertexAlpha?: boolean | undefined);
  84609. private _addClipPlaneDefine;
  84610. private _removeClipPlaneDefine;
  84611. isReady(): boolean;
  84612. /**
  84613. * Returns the string "LineMesh"
  84614. */
  84615. getClassName(): string;
  84616. /**
  84617. * @hidden
  84618. */
  84619. /**
  84620. * @hidden
  84621. */
  84622. material: Material;
  84623. /**
  84624. * @hidden
  84625. */
  84626. readonly checkCollisions: boolean;
  84627. /** @hidden */
  84628. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84629. /** @hidden */
  84630. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84631. /**
  84632. * Disposes of the line mesh
  84633. * @param doNotRecurse If children should be disposed
  84634. */
  84635. dispose(doNotRecurse?: boolean): void;
  84636. /**
  84637. * Returns a new LineMesh object cloned from the current one.
  84638. */
  84639. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84640. /**
  84641. * Creates a new InstancedLinesMesh object from the mesh model.
  84642. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84643. * @param name defines the name of the new instance
  84644. * @returns a new InstancedLinesMesh
  84645. */
  84646. createInstance(name: string): InstancedLinesMesh;
  84647. }
  84648. /**
  84649. * Creates an instance based on a source LinesMesh
  84650. */
  84651. export class InstancedLinesMesh extends InstancedMesh {
  84652. /**
  84653. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84654. * This margin is expressed in world space coordinates, so its value may vary.
  84655. * Initilized with the intersectionThreshold value of the source LinesMesh
  84656. */
  84657. intersectionThreshold: number;
  84658. constructor(name: string, source: LinesMesh);
  84659. /**
  84660. * Returns the string "InstancedLinesMesh".
  84661. */
  84662. getClassName(): string;
  84663. }
  84664. }
  84665. declare module BABYLON {
  84666. /** @hidden */
  84667. export var linePixelShader: {
  84668. name: string;
  84669. shader: string;
  84670. };
  84671. }
  84672. declare module BABYLON {
  84673. /** @hidden */
  84674. export var lineVertexShader: {
  84675. name: string;
  84676. shader: string;
  84677. };
  84678. }
  84679. declare module BABYLON {
  84680. interface AbstractMesh {
  84681. /**
  84682. * Gets the edgesRenderer associated with the mesh
  84683. */
  84684. edgesRenderer: Nullable<EdgesRenderer>;
  84685. }
  84686. interface LinesMesh {
  84687. /**
  84688. * Enables the edge rendering mode on the mesh.
  84689. * This mode makes the mesh edges visible
  84690. * @param epsilon defines the maximal distance between two angles to detect a face
  84691. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84692. * @returns the currentAbstractMesh
  84693. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84694. */
  84695. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84696. }
  84697. interface InstancedLinesMesh {
  84698. /**
  84699. * Enables the edge rendering mode on the mesh.
  84700. * This mode makes the mesh edges visible
  84701. * @param epsilon defines the maximal distance between two angles to detect a face
  84702. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84703. * @returns the current InstancedLinesMesh
  84704. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84705. */
  84706. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84707. }
  84708. /**
  84709. * Defines the minimum contract an Edges renderer should follow.
  84710. */
  84711. export interface IEdgesRenderer extends IDisposable {
  84712. /**
  84713. * Gets or sets a boolean indicating if the edgesRenderer is active
  84714. */
  84715. isEnabled: boolean;
  84716. /**
  84717. * Renders the edges of the attached mesh,
  84718. */
  84719. render(): void;
  84720. /**
  84721. * Checks wether or not the edges renderer is ready to render.
  84722. * @return true if ready, otherwise false.
  84723. */
  84724. isReady(): boolean;
  84725. }
  84726. /**
  84727. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84728. */
  84729. export class EdgesRenderer implements IEdgesRenderer {
  84730. /**
  84731. * Define the size of the edges with an orthographic camera
  84732. */
  84733. edgesWidthScalerForOrthographic: number;
  84734. /**
  84735. * Define the size of the edges with a perspective camera
  84736. */
  84737. edgesWidthScalerForPerspective: number;
  84738. protected _source: AbstractMesh;
  84739. protected _linesPositions: number[];
  84740. protected _linesNormals: number[];
  84741. protected _linesIndices: number[];
  84742. protected _epsilon: number;
  84743. protected _indicesCount: number;
  84744. protected _lineShader: ShaderMaterial;
  84745. protected _ib: DataBuffer;
  84746. protected _buffers: {
  84747. [key: string]: Nullable<VertexBuffer>;
  84748. };
  84749. protected _checkVerticesInsteadOfIndices: boolean;
  84750. private _meshRebuildObserver;
  84751. private _meshDisposeObserver;
  84752. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84753. isEnabled: boolean;
  84754. /**
  84755. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84756. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84757. * @param source Mesh used to create edges
  84758. * @param epsilon sum of angles in adjacency to check for edge
  84759. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84760. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84761. */
  84762. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84763. protected _prepareRessources(): void;
  84764. /** @hidden */
  84765. _rebuild(): void;
  84766. /**
  84767. * Releases the required resources for the edges renderer
  84768. */
  84769. dispose(): void;
  84770. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84771. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84772. /**
  84773. * Checks if the pair of p0 and p1 is en edge
  84774. * @param faceIndex
  84775. * @param edge
  84776. * @param faceNormals
  84777. * @param p0
  84778. * @param p1
  84779. * @private
  84780. */
  84781. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84782. /**
  84783. * push line into the position, normal and index buffer
  84784. * @protected
  84785. */
  84786. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84787. /**
  84788. * Generates lines edges from adjacencjes
  84789. * @private
  84790. */
  84791. _generateEdgesLines(): void;
  84792. /**
  84793. * Checks wether or not the edges renderer is ready to render.
  84794. * @return true if ready, otherwise false.
  84795. */
  84796. isReady(): boolean;
  84797. /**
  84798. * Renders the edges of the attached mesh,
  84799. */
  84800. render(): void;
  84801. }
  84802. /**
  84803. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84804. */
  84805. export class LineEdgesRenderer extends EdgesRenderer {
  84806. /**
  84807. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84808. * @param source LineMesh used to generate edges
  84809. * @param epsilon not important (specified angle for edge detection)
  84810. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84811. */
  84812. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84813. /**
  84814. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84815. */
  84816. _generateEdgesLines(): void;
  84817. }
  84818. }
  84819. declare module BABYLON {
  84820. /**
  84821. * This represents the object necessary to create a rendering group.
  84822. * This is exclusively used and created by the rendering manager.
  84823. * To modify the behavior, you use the available helpers in your scene or meshes.
  84824. * @hidden
  84825. */
  84826. export class RenderingGroup {
  84827. index: number;
  84828. private static _zeroVector;
  84829. private _scene;
  84830. private _opaqueSubMeshes;
  84831. private _transparentSubMeshes;
  84832. private _alphaTestSubMeshes;
  84833. private _depthOnlySubMeshes;
  84834. private _particleSystems;
  84835. private _spriteManagers;
  84836. private _opaqueSortCompareFn;
  84837. private _alphaTestSortCompareFn;
  84838. private _transparentSortCompareFn;
  84839. private _renderOpaque;
  84840. private _renderAlphaTest;
  84841. private _renderTransparent;
  84842. /** @hidden */
  84843. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84844. onBeforeTransparentRendering: () => void;
  84845. /**
  84846. * Set the opaque sort comparison function.
  84847. * If null the sub meshes will be render in the order they were created
  84848. */
  84849. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84850. /**
  84851. * Set the alpha test sort comparison function.
  84852. * If null the sub meshes will be render in the order they were created
  84853. */
  84854. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84855. /**
  84856. * Set the transparent sort comparison function.
  84857. * If null the sub meshes will be render in the order they were created
  84858. */
  84859. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84860. /**
  84861. * Creates a new rendering group.
  84862. * @param index The rendering group index
  84863. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84864. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84865. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84866. */
  84867. 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>);
  84868. /**
  84869. * Render all the sub meshes contained in the group.
  84870. * @param customRenderFunction Used to override the default render behaviour of the group.
  84871. * @returns true if rendered some submeshes.
  84872. */
  84873. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84874. /**
  84875. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84876. * @param subMeshes The submeshes to render
  84877. */
  84878. private renderOpaqueSorted;
  84879. /**
  84880. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84881. * @param subMeshes The submeshes to render
  84882. */
  84883. private renderAlphaTestSorted;
  84884. /**
  84885. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84886. * @param subMeshes The submeshes to render
  84887. */
  84888. private renderTransparentSorted;
  84889. /**
  84890. * Renders the submeshes in a specified order.
  84891. * @param subMeshes The submeshes to sort before render
  84892. * @param sortCompareFn The comparison function use to sort
  84893. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84894. * @param transparent Specifies to activate blending if true
  84895. */
  84896. private static renderSorted;
  84897. /**
  84898. * Renders the submeshes in the order they were dispatched (no sort applied).
  84899. * @param subMeshes The submeshes to render
  84900. */
  84901. private static renderUnsorted;
  84902. /**
  84903. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84904. * are rendered back to front if in the same alpha index.
  84905. *
  84906. * @param a The first submesh
  84907. * @param b The second submesh
  84908. * @returns The result of the comparison
  84909. */
  84910. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84911. /**
  84912. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84913. * are rendered back to front.
  84914. *
  84915. * @param a The first submesh
  84916. * @param b The second submesh
  84917. * @returns The result of the comparison
  84918. */
  84919. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84920. /**
  84921. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84922. * are rendered front to back (prevent overdraw).
  84923. *
  84924. * @param a The first submesh
  84925. * @param b The second submesh
  84926. * @returns The result of the comparison
  84927. */
  84928. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84929. /**
  84930. * Resets the different lists of submeshes to prepare a new frame.
  84931. */
  84932. prepare(): void;
  84933. dispose(): void;
  84934. /**
  84935. * Inserts the submesh in its correct queue depending on its material.
  84936. * @param subMesh The submesh to dispatch
  84937. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84938. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84939. */
  84940. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84941. dispatchSprites(spriteManager: ISpriteManager): void;
  84942. dispatchParticles(particleSystem: IParticleSystem): void;
  84943. private _renderParticles;
  84944. private _renderSprites;
  84945. }
  84946. }
  84947. declare module BABYLON {
  84948. /**
  84949. * Interface describing the different options available in the rendering manager
  84950. * regarding Auto Clear between groups.
  84951. */
  84952. export interface IRenderingManagerAutoClearSetup {
  84953. /**
  84954. * Defines whether or not autoclear is enable.
  84955. */
  84956. autoClear: boolean;
  84957. /**
  84958. * Defines whether or not to autoclear the depth buffer.
  84959. */
  84960. depth: boolean;
  84961. /**
  84962. * Defines whether or not to autoclear the stencil buffer.
  84963. */
  84964. stencil: boolean;
  84965. }
  84966. /**
  84967. * This class is used by the onRenderingGroupObservable
  84968. */
  84969. export class RenderingGroupInfo {
  84970. /**
  84971. * The Scene that being rendered
  84972. */
  84973. scene: Scene;
  84974. /**
  84975. * The camera currently used for the rendering pass
  84976. */
  84977. camera: Nullable<Camera>;
  84978. /**
  84979. * The ID of the renderingGroup being processed
  84980. */
  84981. renderingGroupId: number;
  84982. }
  84983. /**
  84984. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84985. * It is enable to manage the different groups as well as the different necessary sort functions.
  84986. * This should not be used directly aside of the few static configurations
  84987. */
  84988. export class RenderingManager {
  84989. /**
  84990. * The max id used for rendering groups (not included)
  84991. */
  84992. static MAX_RENDERINGGROUPS: number;
  84993. /**
  84994. * The min id used for rendering groups (included)
  84995. */
  84996. static MIN_RENDERINGGROUPS: number;
  84997. /**
  84998. * Used to globally prevent autoclearing scenes.
  84999. */
  85000. static AUTOCLEAR: boolean;
  85001. /**
  85002. * @hidden
  85003. */
  85004. _useSceneAutoClearSetup: boolean;
  85005. private _scene;
  85006. private _renderingGroups;
  85007. private _depthStencilBufferAlreadyCleaned;
  85008. private _autoClearDepthStencil;
  85009. private _customOpaqueSortCompareFn;
  85010. private _customAlphaTestSortCompareFn;
  85011. private _customTransparentSortCompareFn;
  85012. private _renderingGroupInfo;
  85013. /**
  85014. * Instantiates a new rendering group for a particular scene
  85015. * @param scene Defines the scene the groups belongs to
  85016. */
  85017. constructor(scene: Scene);
  85018. private _clearDepthStencilBuffer;
  85019. /**
  85020. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85021. * @hidden
  85022. */
  85023. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85024. /**
  85025. * Resets the different information of the group to prepare a new frame
  85026. * @hidden
  85027. */
  85028. reset(): void;
  85029. /**
  85030. * Dispose and release the group and its associated resources.
  85031. * @hidden
  85032. */
  85033. dispose(): void;
  85034. /**
  85035. * Clear the info related to rendering groups preventing retention points during dispose.
  85036. */
  85037. freeRenderingGroups(): void;
  85038. private _prepareRenderingGroup;
  85039. /**
  85040. * Add a sprite manager to the rendering manager in order to render it this frame.
  85041. * @param spriteManager Define the sprite manager to render
  85042. */
  85043. dispatchSprites(spriteManager: ISpriteManager): void;
  85044. /**
  85045. * Add a particle system to the rendering manager in order to render it this frame.
  85046. * @param particleSystem Define the particle system to render
  85047. */
  85048. dispatchParticles(particleSystem: IParticleSystem): void;
  85049. /**
  85050. * Add a submesh to the manager in order to render it this frame
  85051. * @param subMesh The submesh to dispatch
  85052. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85053. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85054. */
  85055. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85056. /**
  85057. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85058. * This allowed control for front to back rendering or reversly depending of the special needs.
  85059. *
  85060. * @param renderingGroupId The rendering group id corresponding to its index
  85061. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85062. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85063. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85064. */
  85065. 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;
  85066. /**
  85067. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85068. *
  85069. * @param renderingGroupId The rendering group id corresponding to its index
  85070. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85071. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85072. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85073. */
  85074. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85075. /**
  85076. * Gets the current auto clear configuration for one rendering group of the rendering
  85077. * manager.
  85078. * @param index the rendering group index to get the information for
  85079. * @returns The auto clear setup for the requested rendering group
  85080. */
  85081. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85082. }
  85083. }
  85084. declare module BABYLON {
  85085. /**
  85086. * This Helps creating a texture that will be created from a camera in your scene.
  85087. * It is basically a dynamic texture that could be used to create special effects for instance.
  85088. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85089. */
  85090. export class RenderTargetTexture extends Texture {
  85091. isCube: boolean;
  85092. /**
  85093. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85094. */
  85095. static readonly REFRESHRATE_RENDER_ONCE: number;
  85096. /**
  85097. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85098. */
  85099. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85100. /**
  85101. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85102. * the central point of your effect and can save a lot of performances.
  85103. */
  85104. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85105. /**
  85106. * Use this predicate to dynamically define the list of mesh you want to render.
  85107. * If set, the renderList property will be overwritten.
  85108. */
  85109. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85110. private _renderList;
  85111. /**
  85112. * Use this list to define the list of mesh you want to render.
  85113. */
  85114. renderList: Nullable<Array<AbstractMesh>>;
  85115. private _hookArray;
  85116. /**
  85117. * Define if particles should be rendered in your texture.
  85118. */
  85119. renderParticles: boolean;
  85120. /**
  85121. * Define if sprites should be rendered in your texture.
  85122. */
  85123. renderSprites: boolean;
  85124. /**
  85125. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85126. */
  85127. coordinatesMode: number;
  85128. /**
  85129. * Define the camera used to render the texture.
  85130. */
  85131. activeCamera: Nullable<Camera>;
  85132. /**
  85133. * Override the render function of the texture with your own one.
  85134. */
  85135. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85136. /**
  85137. * Define if camera post processes should be use while rendering the texture.
  85138. */
  85139. useCameraPostProcesses: boolean;
  85140. /**
  85141. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85142. */
  85143. ignoreCameraViewport: boolean;
  85144. private _postProcessManager;
  85145. private _postProcesses;
  85146. private _resizeObserver;
  85147. /**
  85148. * An event triggered when the texture is unbind.
  85149. */
  85150. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85151. /**
  85152. * An event triggered when the texture is unbind.
  85153. */
  85154. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85155. private _onAfterUnbindObserver;
  85156. /**
  85157. * Set a after unbind callback in the texture.
  85158. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85159. */
  85160. onAfterUnbind: () => void;
  85161. /**
  85162. * An event triggered before rendering the texture
  85163. */
  85164. onBeforeRenderObservable: Observable<number>;
  85165. private _onBeforeRenderObserver;
  85166. /**
  85167. * Set a before render callback in the texture.
  85168. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85169. */
  85170. onBeforeRender: (faceIndex: number) => void;
  85171. /**
  85172. * An event triggered after rendering the texture
  85173. */
  85174. onAfterRenderObservable: Observable<number>;
  85175. private _onAfterRenderObserver;
  85176. /**
  85177. * Set a after render callback in the texture.
  85178. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85179. */
  85180. onAfterRender: (faceIndex: number) => void;
  85181. /**
  85182. * An event triggered after the texture clear
  85183. */
  85184. onClearObservable: Observable<Engine>;
  85185. private _onClearObserver;
  85186. /**
  85187. * Set a clear callback in the texture.
  85188. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85189. */
  85190. onClear: (Engine: Engine) => void;
  85191. /**
  85192. * An event triggered when the texture is resized.
  85193. */
  85194. onResizeObservable: Observable<RenderTargetTexture>;
  85195. /**
  85196. * Define the clear color of the Render Target if it should be different from the scene.
  85197. */
  85198. clearColor: Color4;
  85199. protected _size: number | {
  85200. width: number;
  85201. height: number;
  85202. };
  85203. protected _initialSizeParameter: number | {
  85204. width: number;
  85205. height: number;
  85206. } | {
  85207. ratio: number;
  85208. };
  85209. protected _sizeRatio: Nullable<number>;
  85210. /** @hidden */
  85211. _generateMipMaps: boolean;
  85212. protected _renderingManager: RenderingManager;
  85213. /** @hidden */
  85214. _waitingRenderList: string[];
  85215. protected _doNotChangeAspectRatio: boolean;
  85216. protected _currentRefreshId: number;
  85217. protected _refreshRate: number;
  85218. protected _textureMatrix: Matrix;
  85219. protected _samples: number;
  85220. protected _renderTargetOptions: RenderTargetCreationOptions;
  85221. /**
  85222. * Gets render target creation options that were used.
  85223. */
  85224. readonly renderTargetOptions: RenderTargetCreationOptions;
  85225. protected _engine: Engine;
  85226. protected _onRatioRescale(): void;
  85227. /**
  85228. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85229. * It must define where the camera used to render the texture is set
  85230. */
  85231. boundingBoxPosition: Vector3;
  85232. private _boundingBoxSize;
  85233. /**
  85234. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85235. * When defined, the cubemap will switch to local mode
  85236. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85237. * @example https://www.babylonjs-playground.com/#RNASML
  85238. */
  85239. boundingBoxSize: Vector3;
  85240. /**
  85241. * In case the RTT has been created with a depth texture, get the associated
  85242. * depth texture.
  85243. * Otherwise, return null.
  85244. */
  85245. depthStencilTexture: Nullable<InternalTexture>;
  85246. /**
  85247. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85248. * or used a shadow, depth texture...
  85249. * @param name The friendly name of the texture
  85250. * @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)
  85251. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85252. * @param generateMipMaps True if mip maps need to be generated after render.
  85253. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85254. * @param type The type of the buffer in the RTT (int, half float, float...)
  85255. * @param isCube True if a cube texture needs to be created
  85256. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85257. * @param generateDepthBuffer True to generate a depth buffer
  85258. * @param generateStencilBuffer True to generate a stencil buffer
  85259. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85260. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85261. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85262. */
  85263. constructor(name: string, size: number | {
  85264. width: number;
  85265. height: number;
  85266. } | {
  85267. ratio: number;
  85268. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85269. /**
  85270. * Creates a depth stencil texture.
  85271. * This is only available in WebGL 2 or with the depth texture extension available.
  85272. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85273. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85274. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85275. */
  85276. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85277. private _processSizeParameter;
  85278. /**
  85279. * Define the number of samples to use in case of MSAA.
  85280. * It defaults to one meaning no MSAA has been enabled.
  85281. */
  85282. samples: number;
  85283. /**
  85284. * Resets the refresh counter of the texture and start bak from scratch.
  85285. * Could be useful to regenerate the texture if it is setup to render only once.
  85286. */
  85287. resetRefreshCounter(): void;
  85288. /**
  85289. * Define the refresh rate of the texture or the rendering frequency.
  85290. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85291. */
  85292. refreshRate: number;
  85293. /**
  85294. * Adds a post process to the render target rendering passes.
  85295. * @param postProcess define the post process to add
  85296. */
  85297. addPostProcess(postProcess: PostProcess): void;
  85298. /**
  85299. * Clear all the post processes attached to the render target
  85300. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85301. */
  85302. clearPostProcesses(dispose?: boolean): void;
  85303. /**
  85304. * Remove one of the post process from the list of attached post processes to the texture
  85305. * @param postProcess define the post process to remove from the list
  85306. */
  85307. removePostProcess(postProcess: PostProcess): void;
  85308. /** @hidden */
  85309. _shouldRender(): boolean;
  85310. /**
  85311. * Gets the actual render size of the texture.
  85312. * @returns the width of the render size
  85313. */
  85314. getRenderSize(): number;
  85315. /**
  85316. * Gets the actual render width of the texture.
  85317. * @returns the width of the render size
  85318. */
  85319. getRenderWidth(): number;
  85320. /**
  85321. * Gets the actual render height of the texture.
  85322. * @returns the height of the render size
  85323. */
  85324. getRenderHeight(): number;
  85325. /**
  85326. * Get if the texture can be rescaled or not.
  85327. */
  85328. readonly canRescale: boolean;
  85329. /**
  85330. * Resize the texture using a ratio.
  85331. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85332. */
  85333. scale(ratio: number): void;
  85334. /**
  85335. * Get the texture reflection matrix used to rotate/transform the reflection.
  85336. * @returns the reflection matrix
  85337. */
  85338. getReflectionTextureMatrix(): Matrix;
  85339. /**
  85340. * Resize the texture to a new desired size.
  85341. * Be carrefull as it will recreate all the data in the new texture.
  85342. * @param size Define the new size. It can be:
  85343. * - a number for squared texture,
  85344. * - an object containing { width: number, height: number }
  85345. * - or an object containing a ratio { ratio: number }
  85346. */
  85347. resize(size: number | {
  85348. width: number;
  85349. height: number;
  85350. } | {
  85351. ratio: number;
  85352. }): void;
  85353. /**
  85354. * Renders all the objects from the render list into the texture.
  85355. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85356. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85357. */
  85358. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85359. private _bestReflectionRenderTargetDimension;
  85360. /**
  85361. * @hidden
  85362. * @param faceIndex face index to bind to if this is a cubetexture
  85363. */
  85364. _bindFrameBuffer(faceIndex?: number): void;
  85365. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85366. private renderToTarget;
  85367. /**
  85368. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85369. * This allowed control for front to back rendering or reversly depending of the special needs.
  85370. *
  85371. * @param renderingGroupId The rendering group id corresponding to its index
  85372. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85373. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85374. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85375. */
  85376. 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;
  85377. /**
  85378. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85379. *
  85380. * @param renderingGroupId The rendering group id corresponding to its index
  85381. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85382. */
  85383. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85384. /**
  85385. * Clones the texture.
  85386. * @returns the cloned texture
  85387. */
  85388. clone(): RenderTargetTexture;
  85389. /**
  85390. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85391. * @returns The JSON representation of the texture
  85392. */
  85393. serialize(): any;
  85394. /**
  85395. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85396. */
  85397. disposeFramebufferObjects(): void;
  85398. /**
  85399. * Dispose the texture and release its associated resources.
  85400. */
  85401. dispose(): void;
  85402. /** @hidden */
  85403. _rebuild(): void;
  85404. /**
  85405. * Clear the info related to rendering groups preventing retention point in material dispose.
  85406. */
  85407. freeRenderingGroups(): void;
  85408. /**
  85409. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85410. * @returns the view count
  85411. */
  85412. getViewCount(): number;
  85413. }
  85414. }
  85415. declare module BABYLON {
  85416. /**
  85417. * Base class for the main features of a material in Babylon.js
  85418. */
  85419. export class Material implements IAnimatable {
  85420. /**
  85421. * Returns the triangle fill mode
  85422. */
  85423. static readonly TriangleFillMode: number;
  85424. /**
  85425. * Returns the wireframe mode
  85426. */
  85427. static readonly WireFrameFillMode: number;
  85428. /**
  85429. * Returns the point fill mode
  85430. */
  85431. static readonly PointFillMode: number;
  85432. /**
  85433. * Returns the point list draw mode
  85434. */
  85435. static readonly PointListDrawMode: number;
  85436. /**
  85437. * Returns the line list draw mode
  85438. */
  85439. static readonly LineListDrawMode: number;
  85440. /**
  85441. * Returns the line loop draw mode
  85442. */
  85443. static readonly LineLoopDrawMode: number;
  85444. /**
  85445. * Returns the line strip draw mode
  85446. */
  85447. static readonly LineStripDrawMode: number;
  85448. /**
  85449. * Returns the triangle strip draw mode
  85450. */
  85451. static readonly TriangleStripDrawMode: number;
  85452. /**
  85453. * Returns the triangle fan draw mode
  85454. */
  85455. static readonly TriangleFanDrawMode: number;
  85456. /**
  85457. * Stores the clock-wise side orientation
  85458. */
  85459. static readonly ClockWiseSideOrientation: number;
  85460. /**
  85461. * Stores the counter clock-wise side orientation
  85462. */
  85463. static readonly CounterClockWiseSideOrientation: number;
  85464. /**
  85465. * The dirty texture flag value
  85466. */
  85467. static readonly TextureDirtyFlag: number;
  85468. /**
  85469. * The dirty light flag value
  85470. */
  85471. static readonly LightDirtyFlag: number;
  85472. /**
  85473. * The dirty fresnel flag value
  85474. */
  85475. static readonly FresnelDirtyFlag: number;
  85476. /**
  85477. * The dirty attribute flag value
  85478. */
  85479. static readonly AttributesDirtyFlag: number;
  85480. /**
  85481. * The dirty misc flag value
  85482. */
  85483. static readonly MiscDirtyFlag: number;
  85484. /**
  85485. * The all dirty flag value
  85486. */
  85487. static readonly AllDirtyFlag: number;
  85488. /**
  85489. * The ID of the material
  85490. */
  85491. id: string;
  85492. /**
  85493. * Gets or sets the unique id of the material
  85494. */
  85495. uniqueId: number;
  85496. /**
  85497. * The name of the material
  85498. */
  85499. name: string;
  85500. /**
  85501. * Gets or sets user defined metadata
  85502. */
  85503. metadata: any;
  85504. /**
  85505. * For internal use only. Please do not use.
  85506. */
  85507. reservedDataStore: any;
  85508. /**
  85509. * Specifies if the ready state should be checked on each call
  85510. */
  85511. checkReadyOnEveryCall: boolean;
  85512. /**
  85513. * Specifies if the ready state should be checked once
  85514. */
  85515. checkReadyOnlyOnce: boolean;
  85516. /**
  85517. * The state of the material
  85518. */
  85519. state: string;
  85520. /**
  85521. * The alpha value of the material
  85522. */
  85523. protected _alpha: number;
  85524. /**
  85525. * List of inspectable custom properties (used by the Inspector)
  85526. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85527. */
  85528. inspectableCustomProperties: IInspectable[];
  85529. /**
  85530. * Sets the alpha value of the material
  85531. */
  85532. /**
  85533. * Gets the alpha value of the material
  85534. */
  85535. alpha: number;
  85536. /**
  85537. * Specifies if back face culling is enabled
  85538. */
  85539. protected _backFaceCulling: boolean;
  85540. /**
  85541. * Sets the back-face culling state
  85542. */
  85543. /**
  85544. * Gets the back-face culling state
  85545. */
  85546. backFaceCulling: boolean;
  85547. /**
  85548. * Stores the value for side orientation
  85549. */
  85550. sideOrientation: number;
  85551. /**
  85552. * Callback triggered when the material is compiled
  85553. */
  85554. onCompiled: Nullable<(effect: Effect) => void>;
  85555. /**
  85556. * Callback triggered when an error occurs
  85557. */
  85558. onError: Nullable<(effect: Effect, errors: string) => void>;
  85559. /**
  85560. * Callback triggered to get the render target textures
  85561. */
  85562. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85563. /**
  85564. * Gets a boolean indicating that current material needs to register RTT
  85565. */
  85566. readonly hasRenderTargetTextures: boolean;
  85567. /**
  85568. * Specifies if the material should be serialized
  85569. */
  85570. doNotSerialize: boolean;
  85571. /**
  85572. * @hidden
  85573. */
  85574. _storeEffectOnSubMeshes: boolean;
  85575. /**
  85576. * Stores the animations for the material
  85577. */
  85578. animations: Nullable<Array<Animation>>;
  85579. /**
  85580. * An event triggered when the material is disposed
  85581. */
  85582. onDisposeObservable: Observable<Material>;
  85583. /**
  85584. * An observer which watches for dispose events
  85585. */
  85586. private _onDisposeObserver;
  85587. private _onUnBindObservable;
  85588. /**
  85589. * Called during a dispose event
  85590. */
  85591. onDispose: () => void;
  85592. private _onBindObservable;
  85593. /**
  85594. * An event triggered when the material is bound
  85595. */
  85596. readonly onBindObservable: Observable<AbstractMesh>;
  85597. /**
  85598. * An observer which watches for bind events
  85599. */
  85600. private _onBindObserver;
  85601. /**
  85602. * Called during a bind event
  85603. */
  85604. onBind: (Mesh: AbstractMesh) => void;
  85605. /**
  85606. * An event triggered when the material is unbound
  85607. */
  85608. readonly onUnBindObservable: Observable<Material>;
  85609. /**
  85610. * Stores the value of the alpha mode
  85611. */
  85612. private _alphaMode;
  85613. /**
  85614. * Sets the value of the alpha mode.
  85615. *
  85616. * | Value | Type | Description |
  85617. * | --- | --- | --- |
  85618. * | 0 | ALPHA_DISABLE | |
  85619. * | 1 | ALPHA_ADD | |
  85620. * | 2 | ALPHA_COMBINE | |
  85621. * | 3 | ALPHA_SUBTRACT | |
  85622. * | 4 | ALPHA_MULTIPLY | |
  85623. * | 5 | ALPHA_MAXIMIZED | |
  85624. * | 6 | ALPHA_ONEONE | |
  85625. * | 7 | ALPHA_PREMULTIPLIED | |
  85626. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85627. * | 9 | ALPHA_INTERPOLATE | |
  85628. * | 10 | ALPHA_SCREENMODE | |
  85629. *
  85630. */
  85631. /**
  85632. * Gets the value of the alpha mode
  85633. */
  85634. alphaMode: number;
  85635. /**
  85636. * Stores the state of the need depth pre-pass value
  85637. */
  85638. private _needDepthPrePass;
  85639. /**
  85640. * Sets the need depth pre-pass value
  85641. */
  85642. /**
  85643. * Gets the depth pre-pass value
  85644. */
  85645. needDepthPrePass: boolean;
  85646. /**
  85647. * Specifies if depth writing should be disabled
  85648. */
  85649. disableDepthWrite: boolean;
  85650. /**
  85651. * Specifies if depth writing should be forced
  85652. */
  85653. forceDepthWrite: boolean;
  85654. /**
  85655. * Specifies if there should be a separate pass for culling
  85656. */
  85657. separateCullingPass: boolean;
  85658. /**
  85659. * Stores the state specifing if fog should be enabled
  85660. */
  85661. private _fogEnabled;
  85662. /**
  85663. * Sets the state for enabling fog
  85664. */
  85665. /**
  85666. * Gets the value of the fog enabled state
  85667. */
  85668. fogEnabled: boolean;
  85669. /**
  85670. * Stores the size of points
  85671. */
  85672. pointSize: number;
  85673. /**
  85674. * Stores the z offset value
  85675. */
  85676. zOffset: number;
  85677. /**
  85678. * Gets a value specifying if wireframe mode is enabled
  85679. */
  85680. /**
  85681. * Sets the state of wireframe mode
  85682. */
  85683. wireframe: boolean;
  85684. /**
  85685. * Gets the value specifying if point clouds are enabled
  85686. */
  85687. /**
  85688. * Sets the state of point cloud mode
  85689. */
  85690. pointsCloud: boolean;
  85691. /**
  85692. * Gets the material fill mode
  85693. */
  85694. /**
  85695. * Sets the material fill mode
  85696. */
  85697. fillMode: number;
  85698. /**
  85699. * @hidden
  85700. * Stores the effects for the material
  85701. */
  85702. _effect: Nullable<Effect>;
  85703. /**
  85704. * @hidden
  85705. * Specifies if the material was previously ready
  85706. */
  85707. _wasPreviouslyReady: boolean;
  85708. /**
  85709. * Specifies if uniform buffers should be used
  85710. */
  85711. private _useUBO;
  85712. /**
  85713. * Stores a reference to the scene
  85714. */
  85715. private _scene;
  85716. /**
  85717. * Stores the fill mode state
  85718. */
  85719. private _fillMode;
  85720. /**
  85721. * Specifies if the depth write state should be cached
  85722. */
  85723. private _cachedDepthWriteState;
  85724. /**
  85725. * Stores the uniform buffer
  85726. */
  85727. protected _uniformBuffer: UniformBuffer;
  85728. /** @hidden */
  85729. _indexInSceneMaterialArray: number;
  85730. /** @hidden */
  85731. meshMap: Nullable<{
  85732. [id: string]: AbstractMesh | undefined;
  85733. }>;
  85734. /**
  85735. * Creates a material instance
  85736. * @param name defines the name of the material
  85737. * @param scene defines the scene to reference
  85738. * @param doNotAdd specifies if the material should be added to the scene
  85739. */
  85740. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85741. /**
  85742. * Returns a string representation of the current material
  85743. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85744. * @returns a string with material information
  85745. */
  85746. toString(fullDetails?: boolean): string;
  85747. /**
  85748. * Gets the class name of the material
  85749. * @returns a string with the class name of the material
  85750. */
  85751. getClassName(): string;
  85752. /**
  85753. * Specifies if updates for the material been locked
  85754. */
  85755. readonly isFrozen: boolean;
  85756. /**
  85757. * Locks updates for the material
  85758. */
  85759. freeze(): void;
  85760. /**
  85761. * Unlocks updates for the material
  85762. */
  85763. unfreeze(): void;
  85764. /**
  85765. * Specifies if the material is ready to be used
  85766. * @param mesh defines the mesh to check
  85767. * @param useInstances specifies if instances should be used
  85768. * @returns a boolean indicating if the material is ready to be used
  85769. */
  85770. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85771. /**
  85772. * Specifies that the submesh is ready to be used
  85773. * @param mesh defines the mesh to check
  85774. * @param subMesh defines which submesh to check
  85775. * @param useInstances specifies that instances should be used
  85776. * @returns a boolean indicating that the submesh is ready or not
  85777. */
  85778. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85779. /**
  85780. * Returns the material effect
  85781. * @returns the effect associated with the material
  85782. */
  85783. getEffect(): Nullable<Effect>;
  85784. /**
  85785. * Returns the current scene
  85786. * @returns a Scene
  85787. */
  85788. getScene(): Scene;
  85789. /**
  85790. * Specifies if the material will require alpha blending
  85791. * @returns a boolean specifying if alpha blending is needed
  85792. */
  85793. needAlphaBlending(): boolean;
  85794. /**
  85795. * Specifies if the mesh will require alpha blending
  85796. * @param mesh defines the mesh to check
  85797. * @returns a boolean specifying if alpha blending is needed for the mesh
  85798. */
  85799. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85800. /**
  85801. * Specifies if this material should be rendered in alpha test mode
  85802. * @returns a boolean specifying if an alpha test is needed.
  85803. */
  85804. needAlphaTesting(): boolean;
  85805. /**
  85806. * Gets the texture used for the alpha test
  85807. * @returns the texture to use for alpha testing
  85808. */
  85809. getAlphaTestTexture(): Nullable<BaseTexture>;
  85810. /**
  85811. * Marks the material to indicate that it needs to be re-calculated
  85812. */
  85813. markDirty(): void;
  85814. /** @hidden */
  85815. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85816. /**
  85817. * Binds the material to the mesh
  85818. * @param world defines the world transformation matrix
  85819. * @param mesh defines the mesh to bind the material to
  85820. */
  85821. bind(world: Matrix, mesh?: Mesh): void;
  85822. /**
  85823. * Binds the submesh to the material
  85824. * @param world defines the world transformation matrix
  85825. * @param mesh defines the mesh containing the submesh
  85826. * @param subMesh defines the submesh to bind the material to
  85827. */
  85828. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85829. /**
  85830. * Binds the world matrix to the material
  85831. * @param world defines the world transformation matrix
  85832. */
  85833. bindOnlyWorldMatrix(world: Matrix): void;
  85834. /**
  85835. * Binds the scene's uniform buffer to the effect.
  85836. * @param effect defines the effect to bind to the scene uniform buffer
  85837. * @param sceneUbo defines the uniform buffer storing scene data
  85838. */
  85839. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85840. /**
  85841. * Binds the view matrix to the effect
  85842. * @param effect defines the effect to bind the view matrix to
  85843. */
  85844. bindView(effect: Effect): void;
  85845. /**
  85846. * Binds the view projection matrix to the effect
  85847. * @param effect defines the effect to bind the view projection matrix to
  85848. */
  85849. bindViewProjection(effect: Effect): void;
  85850. /**
  85851. * Specifies if material alpha testing should be turned on for the mesh
  85852. * @param mesh defines the mesh to check
  85853. */
  85854. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85855. /**
  85856. * Processes to execute after binding the material to a mesh
  85857. * @param mesh defines the rendered mesh
  85858. */
  85859. protected _afterBind(mesh?: Mesh): void;
  85860. /**
  85861. * Unbinds the material from the mesh
  85862. */
  85863. unbind(): void;
  85864. /**
  85865. * Gets the active textures from the material
  85866. * @returns an array of textures
  85867. */
  85868. getActiveTextures(): BaseTexture[];
  85869. /**
  85870. * Specifies if the material uses a texture
  85871. * @param texture defines the texture to check against the material
  85872. * @returns a boolean specifying if the material uses the texture
  85873. */
  85874. hasTexture(texture: BaseTexture): boolean;
  85875. /**
  85876. * Makes a duplicate of the material, and gives it a new name
  85877. * @param name defines the new name for the duplicated material
  85878. * @returns the cloned material
  85879. */
  85880. clone(name: string): Nullable<Material>;
  85881. /**
  85882. * Gets the meshes bound to the material
  85883. * @returns an array of meshes bound to the material
  85884. */
  85885. getBindedMeshes(): AbstractMesh[];
  85886. /**
  85887. * Force shader compilation
  85888. * @param mesh defines the mesh associated with this material
  85889. * @param onCompiled defines a function to execute once the material is compiled
  85890. * @param options defines the options to configure the compilation
  85891. */
  85892. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85893. clipPlane: boolean;
  85894. }>): void;
  85895. /**
  85896. * Force shader compilation
  85897. * @param mesh defines the mesh that will use this material
  85898. * @param options defines additional options for compiling the shaders
  85899. * @returns a promise that resolves when the compilation completes
  85900. */
  85901. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85902. clipPlane: boolean;
  85903. }>): Promise<void>;
  85904. private static readonly _AllDirtyCallBack;
  85905. private static readonly _ImageProcessingDirtyCallBack;
  85906. private static readonly _TextureDirtyCallBack;
  85907. private static readonly _FresnelDirtyCallBack;
  85908. private static readonly _MiscDirtyCallBack;
  85909. private static readonly _LightsDirtyCallBack;
  85910. private static readonly _AttributeDirtyCallBack;
  85911. private static _FresnelAndMiscDirtyCallBack;
  85912. private static _TextureAndMiscDirtyCallBack;
  85913. private static readonly _DirtyCallbackArray;
  85914. private static readonly _RunDirtyCallBacks;
  85915. /**
  85916. * Marks a define in the material to indicate that it needs to be re-computed
  85917. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85918. */
  85919. markAsDirty(flag: number): void;
  85920. /**
  85921. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85922. * @param func defines a function which checks material defines against the submeshes
  85923. */
  85924. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85925. /**
  85926. * Indicates that we need to re-calculated for all submeshes
  85927. */
  85928. protected _markAllSubMeshesAsAllDirty(): void;
  85929. /**
  85930. * Indicates that image processing needs to be re-calculated for all submeshes
  85931. */
  85932. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85933. /**
  85934. * Indicates that textures need to be re-calculated for all submeshes
  85935. */
  85936. protected _markAllSubMeshesAsTexturesDirty(): void;
  85937. /**
  85938. * Indicates that fresnel needs to be re-calculated for all submeshes
  85939. */
  85940. protected _markAllSubMeshesAsFresnelDirty(): void;
  85941. /**
  85942. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85943. */
  85944. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85945. /**
  85946. * Indicates that lights need to be re-calculated for all submeshes
  85947. */
  85948. protected _markAllSubMeshesAsLightsDirty(): void;
  85949. /**
  85950. * Indicates that attributes need to be re-calculated for all submeshes
  85951. */
  85952. protected _markAllSubMeshesAsAttributesDirty(): void;
  85953. /**
  85954. * Indicates that misc needs to be re-calculated for all submeshes
  85955. */
  85956. protected _markAllSubMeshesAsMiscDirty(): void;
  85957. /**
  85958. * Indicates that textures and misc need to be re-calculated for all submeshes
  85959. */
  85960. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85961. /**
  85962. * Disposes the material
  85963. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85964. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85965. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85966. */
  85967. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85968. /** @hidden */
  85969. private releaseVertexArrayObject;
  85970. /**
  85971. * Serializes this material
  85972. * @returns the serialized material object
  85973. */
  85974. serialize(): any;
  85975. /**
  85976. * Creates a material from parsed material data
  85977. * @param parsedMaterial defines parsed material data
  85978. * @param scene defines the hosting scene
  85979. * @param rootUrl defines the root URL to use to load textures
  85980. * @returns a new material
  85981. */
  85982. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85983. }
  85984. }
  85985. declare module BABYLON {
  85986. /**
  85987. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85988. * separate meshes. This can be use to improve performances.
  85989. * @see http://doc.babylonjs.com/how_to/multi_materials
  85990. */
  85991. export class MultiMaterial extends Material {
  85992. private _subMaterials;
  85993. /**
  85994. * Gets or Sets the list of Materials used within the multi material.
  85995. * They need to be ordered according to the submeshes order in the associated mesh
  85996. */
  85997. subMaterials: Nullable<Material>[];
  85998. /**
  85999. * Function used to align with Node.getChildren()
  86000. * @returns the list of Materials used within the multi material
  86001. */
  86002. getChildren(): Nullable<Material>[];
  86003. /**
  86004. * Instantiates a new Multi Material
  86005. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86006. * separate meshes. This can be use to improve performances.
  86007. * @see http://doc.babylonjs.com/how_to/multi_materials
  86008. * @param name Define the name in the scene
  86009. * @param scene Define the scene the material belongs to
  86010. */
  86011. constructor(name: string, scene: Scene);
  86012. private _hookArray;
  86013. /**
  86014. * Get one of the submaterial by its index in the submaterials array
  86015. * @param index The index to look the sub material at
  86016. * @returns The Material if the index has been defined
  86017. */
  86018. getSubMaterial(index: number): Nullable<Material>;
  86019. /**
  86020. * Get the list of active textures for the whole sub materials list.
  86021. * @returns All the textures that will be used during the rendering
  86022. */
  86023. getActiveTextures(): BaseTexture[];
  86024. /**
  86025. * Gets the current class name of the material e.g. "MultiMaterial"
  86026. * Mainly use in serialization.
  86027. * @returns the class name
  86028. */
  86029. getClassName(): string;
  86030. /**
  86031. * Checks if the material is ready to render the requested sub mesh
  86032. * @param mesh Define the mesh the submesh belongs to
  86033. * @param subMesh Define the sub mesh to look readyness for
  86034. * @param useInstances Define whether or not the material is used with instances
  86035. * @returns true if ready, otherwise false
  86036. */
  86037. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86038. /**
  86039. * Clones the current material and its related sub materials
  86040. * @param name Define the name of the newly cloned material
  86041. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86042. * @returns the cloned material
  86043. */
  86044. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86045. /**
  86046. * Serializes the materials into a JSON representation.
  86047. * @returns the JSON representation
  86048. */
  86049. serialize(): any;
  86050. /**
  86051. * Dispose the material and release its associated resources
  86052. * @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)
  86053. * @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)
  86054. * @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)
  86055. */
  86056. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86057. /**
  86058. * Creates a MultiMaterial from parsed MultiMaterial data.
  86059. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86060. * @param scene defines the hosting scene
  86061. * @returns a new MultiMaterial
  86062. */
  86063. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86064. }
  86065. }
  86066. declare module BABYLON {
  86067. /**
  86068. * Base class for submeshes
  86069. */
  86070. export class BaseSubMesh {
  86071. /** @hidden */
  86072. _materialDefines: Nullable<MaterialDefines>;
  86073. /** @hidden */
  86074. _materialEffect: Nullable<Effect>;
  86075. /**
  86076. * Gets associated effect
  86077. */
  86078. readonly effect: Nullable<Effect>;
  86079. /**
  86080. * Sets associated effect (effect used to render this submesh)
  86081. * @param effect defines the effect to associate with
  86082. * @param defines defines the set of defines used to compile this effect
  86083. */
  86084. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86085. }
  86086. /**
  86087. * Defines a subdivision inside a mesh
  86088. */
  86089. export class SubMesh extends BaseSubMesh implements ICullable {
  86090. /** the material index to use */
  86091. materialIndex: number;
  86092. /** vertex index start */
  86093. verticesStart: number;
  86094. /** vertices count */
  86095. verticesCount: number;
  86096. /** index start */
  86097. indexStart: number;
  86098. /** indices count */
  86099. indexCount: number;
  86100. /** @hidden */
  86101. _linesIndexCount: number;
  86102. private _mesh;
  86103. private _renderingMesh;
  86104. private _boundingInfo;
  86105. private _linesIndexBuffer;
  86106. /** @hidden */
  86107. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86108. /** @hidden */
  86109. _trianglePlanes: Plane[];
  86110. /** @hidden */
  86111. _lastColliderTransformMatrix: Nullable<Matrix>;
  86112. /** @hidden */
  86113. _renderId: number;
  86114. /** @hidden */
  86115. _alphaIndex: number;
  86116. /** @hidden */
  86117. _distanceToCamera: number;
  86118. /** @hidden */
  86119. _id: number;
  86120. private _currentMaterial;
  86121. /**
  86122. * Add a new submesh to a mesh
  86123. * @param materialIndex defines the material index to use
  86124. * @param verticesStart defines vertex index start
  86125. * @param verticesCount defines vertices count
  86126. * @param indexStart defines index start
  86127. * @param indexCount defines indices count
  86128. * @param mesh defines the parent mesh
  86129. * @param renderingMesh defines an optional rendering mesh
  86130. * @param createBoundingBox defines if bounding box should be created for this submesh
  86131. * @returns the new submesh
  86132. */
  86133. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86134. /**
  86135. * Creates a new submesh
  86136. * @param materialIndex defines the material index to use
  86137. * @param verticesStart defines vertex index start
  86138. * @param verticesCount defines vertices count
  86139. * @param indexStart defines index start
  86140. * @param indexCount defines indices count
  86141. * @param mesh defines the parent mesh
  86142. * @param renderingMesh defines an optional rendering mesh
  86143. * @param createBoundingBox defines if bounding box should be created for this submesh
  86144. */
  86145. constructor(
  86146. /** the material index to use */
  86147. materialIndex: number,
  86148. /** vertex index start */
  86149. verticesStart: number,
  86150. /** vertices count */
  86151. verticesCount: number,
  86152. /** index start */
  86153. indexStart: number,
  86154. /** indices count */
  86155. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86156. /**
  86157. * Returns true if this submesh covers the entire parent mesh
  86158. * @ignorenaming
  86159. */
  86160. readonly IsGlobal: boolean;
  86161. /**
  86162. * Returns the submesh BoudingInfo object
  86163. * @returns current bounding info (or mesh's one if the submesh is global)
  86164. */
  86165. getBoundingInfo(): BoundingInfo;
  86166. /**
  86167. * Sets the submesh BoundingInfo
  86168. * @param boundingInfo defines the new bounding info to use
  86169. * @returns the SubMesh
  86170. */
  86171. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86172. /**
  86173. * Returns the mesh of the current submesh
  86174. * @return the parent mesh
  86175. */
  86176. getMesh(): AbstractMesh;
  86177. /**
  86178. * Returns the rendering mesh of the submesh
  86179. * @returns the rendering mesh (could be different from parent mesh)
  86180. */
  86181. getRenderingMesh(): Mesh;
  86182. /**
  86183. * Returns the submesh material
  86184. * @returns null or the current material
  86185. */
  86186. getMaterial(): Nullable<Material>;
  86187. /**
  86188. * Sets a new updated BoundingInfo object to the submesh
  86189. * @param data defines an optional position array to use to determine the bounding info
  86190. * @returns the SubMesh
  86191. */
  86192. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86193. /** @hidden */
  86194. _checkCollision(collider: Collider): boolean;
  86195. /**
  86196. * Updates the submesh BoundingInfo
  86197. * @param world defines the world matrix to use to update the bounding info
  86198. * @returns the submesh
  86199. */
  86200. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86201. /**
  86202. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86203. * @param frustumPlanes defines the frustum planes
  86204. * @returns true if the submesh is intersecting with the frustum
  86205. */
  86206. isInFrustum(frustumPlanes: Plane[]): boolean;
  86207. /**
  86208. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86209. * @param frustumPlanes defines the frustum planes
  86210. * @returns true if the submesh is inside the frustum
  86211. */
  86212. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86213. /**
  86214. * Renders the submesh
  86215. * @param enableAlphaMode defines if alpha needs to be used
  86216. * @returns the submesh
  86217. */
  86218. render(enableAlphaMode: boolean): SubMesh;
  86219. /**
  86220. * @hidden
  86221. */
  86222. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86223. /**
  86224. * Checks if the submesh intersects with a ray
  86225. * @param ray defines the ray to test
  86226. * @returns true is the passed ray intersects the submesh bounding box
  86227. */
  86228. canIntersects(ray: Ray): boolean;
  86229. /**
  86230. * Intersects current submesh with a ray
  86231. * @param ray defines the ray to test
  86232. * @param positions defines mesh's positions array
  86233. * @param indices defines mesh's indices array
  86234. * @param fastCheck defines if only bounding info should be used
  86235. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86236. * @returns intersection info or null if no intersection
  86237. */
  86238. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86239. /** @hidden */
  86240. private _intersectLines;
  86241. /** @hidden */
  86242. private _intersectUnIndexedLines;
  86243. /** @hidden */
  86244. private _intersectTriangles;
  86245. /** @hidden */
  86246. private _intersectUnIndexedTriangles;
  86247. /** @hidden */
  86248. _rebuild(): void;
  86249. /**
  86250. * Creates a new submesh from the passed mesh
  86251. * @param newMesh defines the new hosting mesh
  86252. * @param newRenderingMesh defines an optional rendering mesh
  86253. * @returns the new submesh
  86254. */
  86255. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86256. /**
  86257. * Release associated resources
  86258. */
  86259. dispose(): void;
  86260. /**
  86261. * Gets the class name
  86262. * @returns the string "SubMesh".
  86263. */
  86264. getClassName(): string;
  86265. /**
  86266. * Creates a new submesh from indices data
  86267. * @param materialIndex the index of the main mesh material
  86268. * @param startIndex the index where to start the copy in the mesh indices array
  86269. * @param indexCount the number of indices to copy then from the startIndex
  86270. * @param mesh the main mesh to create the submesh from
  86271. * @param renderingMesh the optional rendering mesh
  86272. * @returns a new submesh
  86273. */
  86274. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86275. }
  86276. }
  86277. declare module BABYLON {
  86278. /**
  86279. * Class used to represent data loading progression
  86280. */
  86281. export class SceneLoaderFlags {
  86282. private static _ForceFullSceneLoadingForIncremental;
  86283. private static _ShowLoadingScreen;
  86284. private static _CleanBoneMatrixWeights;
  86285. private static _loggingLevel;
  86286. /**
  86287. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86288. */
  86289. static ForceFullSceneLoadingForIncremental: boolean;
  86290. /**
  86291. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86292. */
  86293. static ShowLoadingScreen: boolean;
  86294. /**
  86295. * Defines the current logging level (while loading the scene)
  86296. * @ignorenaming
  86297. */
  86298. static loggingLevel: number;
  86299. /**
  86300. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86301. */
  86302. static CleanBoneMatrixWeights: boolean;
  86303. }
  86304. }
  86305. declare module BABYLON {
  86306. /**
  86307. * Class used to store geometry data (vertex buffers + index buffer)
  86308. */
  86309. export class Geometry implements IGetSetVerticesData {
  86310. /**
  86311. * Gets or sets the ID of the geometry
  86312. */
  86313. id: string;
  86314. /**
  86315. * Gets or sets the unique ID of the geometry
  86316. */
  86317. uniqueId: number;
  86318. /**
  86319. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86320. */
  86321. delayLoadState: number;
  86322. /**
  86323. * Gets the file containing the data to load when running in delay load state
  86324. */
  86325. delayLoadingFile: Nullable<string>;
  86326. /**
  86327. * Callback called when the geometry is updated
  86328. */
  86329. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86330. private _scene;
  86331. private _engine;
  86332. private _meshes;
  86333. private _totalVertices;
  86334. /** @hidden */
  86335. _indices: IndicesArray;
  86336. /** @hidden */
  86337. _vertexBuffers: {
  86338. [key: string]: VertexBuffer;
  86339. };
  86340. private _isDisposed;
  86341. private _extend;
  86342. private _boundingBias;
  86343. /** @hidden */
  86344. _delayInfo: Array<string>;
  86345. private _indexBuffer;
  86346. private _indexBufferIsUpdatable;
  86347. /** @hidden */
  86348. _boundingInfo: Nullable<BoundingInfo>;
  86349. /** @hidden */
  86350. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86351. /** @hidden */
  86352. _softwareSkinningFrameId: number;
  86353. private _vertexArrayObjects;
  86354. private _updatable;
  86355. /** @hidden */
  86356. _positions: Nullable<Vector3[]>;
  86357. /**
  86358. * 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
  86359. */
  86360. /**
  86361. * 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
  86362. */
  86363. boundingBias: Vector2;
  86364. /**
  86365. * Static function used to attach a new empty geometry to a mesh
  86366. * @param mesh defines the mesh to attach the geometry to
  86367. * @returns the new Geometry
  86368. */
  86369. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86370. /**
  86371. * Creates a new geometry
  86372. * @param id defines the unique ID
  86373. * @param scene defines the hosting scene
  86374. * @param vertexData defines the VertexData used to get geometry data
  86375. * @param updatable defines if geometry must be updatable (false by default)
  86376. * @param mesh defines the mesh that will be associated with the geometry
  86377. */
  86378. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86379. /**
  86380. * Gets the current extend of the geometry
  86381. */
  86382. readonly extend: {
  86383. minimum: Vector3;
  86384. maximum: Vector3;
  86385. };
  86386. /**
  86387. * Gets the hosting scene
  86388. * @returns the hosting Scene
  86389. */
  86390. getScene(): Scene;
  86391. /**
  86392. * Gets the hosting engine
  86393. * @returns the hosting Engine
  86394. */
  86395. getEngine(): Engine;
  86396. /**
  86397. * Defines if the geometry is ready to use
  86398. * @returns true if the geometry is ready to be used
  86399. */
  86400. isReady(): boolean;
  86401. /**
  86402. * Gets a value indicating that the geometry should not be serialized
  86403. */
  86404. readonly doNotSerialize: boolean;
  86405. /** @hidden */
  86406. _rebuild(): void;
  86407. /**
  86408. * Affects all geometry data in one call
  86409. * @param vertexData defines the geometry data
  86410. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86411. */
  86412. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86413. /**
  86414. * Set specific vertex data
  86415. * @param kind defines the data kind (Position, normal, etc...)
  86416. * @param data defines the vertex data to use
  86417. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86418. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86419. */
  86420. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86421. /**
  86422. * Removes a specific vertex data
  86423. * @param kind defines the data kind (Position, normal, etc...)
  86424. */
  86425. removeVerticesData(kind: string): void;
  86426. /**
  86427. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86428. * @param buffer defines the vertex buffer to use
  86429. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86430. */
  86431. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86432. /**
  86433. * Update a specific vertex buffer
  86434. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86435. * It will do nothing if the buffer is not updatable
  86436. * @param kind defines the data kind (Position, normal, etc...)
  86437. * @param data defines the data to use
  86438. * @param offset defines the offset in the target buffer where to store the data
  86439. * @param useBytes set to true if the offset is in bytes
  86440. */
  86441. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86442. /**
  86443. * Update a specific vertex buffer
  86444. * This function will create a new buffer if the current one is not updatable
  86445. * @param kind defines the data kind (Position, normal, etc...)
  86446. * @param data defines the data to use
  86447. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86448. */
  86449. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86450. private _updateBoundingInfo;
  86451. /** @hidden */
  86452. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86453. /**
  86454. * Gets total number of vertices
  86455. * @returns the total number of vertices
  86456. */
  86457. getTotalVertices(): number;
  86458. /**
  86459. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86460. * @param kind defines the data kind (Position, normal, etc...)
  86461. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86462. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86463. * @returns a float array containing vertex data
  86464. */
  86465. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86466. /**
  86467. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86468. * @param kind defines the data kind (Position, normal, etc...)
  86469. * @returns true if the vertex buffer with the specified kind is updatable
  86470. */
  86471. isVertexBufferUpdatable(kind: string): boolean;
  86472. /**
  86473. * Gets a specific vertex buffer
  86474. * @param kind defines the data kind (Position, normal, etc...)
  86475. * @returns a VertexBuffer
  86476. */
  86477. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86478. /**
  86479. * Returns all vertex buffers
  86480. * @return an object holding all vertex buffers indexed by kind
  86481. */
  86482. getVertexBuffers(): Nullable<{
  86483. [key: string]: VertexBuffer;
  86484. }>;
  86485. /**
  86486. * Gets a boolean indicating if specific vertex buffer is present
  86487. * @param kind defines the data kind (Position, normal, etc...)
  86488. * @returns true if data is present
  86489. */
  86490. isVerticesDataPresent(kind: string): boolean;
  86491. /**
  86492. * Gets a list of all attached data kinds (Position, normal, etc...)
  86493. * @returns a list of string containing all kinds
  86494. */
  86495. getVerticesDataKinds(): string[];
  86496. /**
  86497. * Update index buffer
  86498. * @param indices defines the indices to store in the index buffer
  86499. * @param offset defines the offset in the target buffer where to store the data
  86500. * @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)
  86501. */
  86502. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86503. /**
  86504. * Creates a new index buffer
  86505. * @param indices defines the indices to store in the index buffer
  86506. * @param totalVertices defines the total number of vertices (could be null)
  86507. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86508. */
  86509. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86510. /**
  86511. * Return the total number of indices
  86512. * @returns the total number of indices
  86513. */
  86514. getTotalIndices(): number;
  86515. /**
  86516. * Gets the index buffer array
  86517. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86518. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86519. * @returns the index buffer array
  86520. */
  86521. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86522. /**
  86523. * Gets the index buffer
  86524. * @return the index buffer
  86525. */
  86526. getIndexBuffer(): Nullable<DataBuffer>;
  86527. /** @hidden */
  86528. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86529. /**
  86530. * Release the associated resources for a specific mesh
  86531. * @param mesh defines the source mesh
  86532. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86533. */
  86534. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86535. /**
  86536. * Apply current geometry to a given mesh
  86537. * @param mesh defines the mesh to apply geometry to
  86538. */
  86539. applyToMesh(mesh: Mesh): void;
  86540. private _updateExtend;
  86541. private _applyToMesh;
  86542. private notifyUpdate;
  86543. /**
  86544. * Load the geometry if it was flagged as delay loaded
  86545. * @param scene defines the hosting scene
  86546. * @param onLoaded defines a callback called when the geometry is loaded
  86547. */
  86548. load(scene: Scene, onLoaded?: () => void): void;
  86549. private _queueLoad;
  86550. /**
  86551. * Invert the geometry to move from a right handed system to a left handed one.
  86552. */
  86553. toLeftHanded(): void;
  86554. /** @hidden */
  86555. _resetPointsArrayCache(): void;
  86556. /** @hidden */
  86557. _generatePointsArray(): boolean;
  86558. /**
  86559. * Gets a value indicating if the geometry is disposed
  86560. * @returns true if the geometry was disposed
  86561. */
  86562. isDisposed(): boolean;
  86563. private _disposeVertexArrayObjects;
  86564. /**
  86565. * Free all associated resources
  86566. */
  86567. dispose(): void;
  86568. /**
  86569. * Clone the current geometry into a new geometry
  86570. * @param id defines the unique ID of the new geometry
  86571. * @returns a new geometry object
  86572. */
  86573. copy(id: string): Geometry;
  86574. /**
  86575. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86576. * @return a JSON representation of the current geometry data (without the vertices data)
  86577. */
  86578. serialize(): any;
  86579. private toNumberArray;
  86580. /**
  86581. * Serialize all vertices data into a JSON oject
  86582. * @returns a JSON representation of the current geometry data
  86583. */
  86584. serializeVerticeData(): any;
  86585. /**
  86586. * Extracts a clone of a mesh geometry
  86587. * @param mesh defines the source mesh
  86588. * @param id defines the unique ID of the new geometry object
  86589. * @returns the new geometry object
  86590. */
  86591. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86592. /**
  86593. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86594. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86595. * Be aware Math.random() could cause collisions, but:
  86596. * "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"
  86597. * @returns a string containing a new GUID
  86598. */
  86599. static RandomId(): string;
  86600. /** @hidden */
  86601. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86602. private static _CleanMatricesWeights;
  86603. /**
  86604. * Create a new geometry from persisted data (Using .babylon file format)
  86605. * @param parsedVertexData defines the persisted data
  86606. * @param scene defines the hosting scene
  86607. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86608. * @returns the new geometry object
  86609. */
  86610. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86611. }
  86612. }
  86613. declare module BABYLON {
  86614. /**
  86615. * Define an interface for all classes that will get and set the data on vertices
  86616. */
  86617. export interface IGetSetVerticesData {
  86618. /**
  86619. * Gets a boolean indicating if specific vertex data is present
  86620. * @param kind defines the vertex data kind to use
  86621. * @returns true is data kind is present
  86622. */
  86623. isVerticesDataPresent(kind: string): boolean;
  86624. /**
  86625. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86626. * @param kind defines the data kind (Position, normal, etc...)
  86627. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86628. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86629. * @returns a float array containing vertex data
  86630. */
  86631. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86632. /**
  86633. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86634. * @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.
  86635. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86636. * @returns the indices array or an empty array if the mesh has no geometry
  86637. */
  86638. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86639. /**
  86640. * Set specific vertex data
  86641. * @param kind defines the data kind (Position, normal, etc...)
  86642. * @param data defines the vertex data to use
  86643. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86644. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86645. */
  86646. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86647. /**
  86648. * Update a specific associated vertex buffer
  86649. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86650. * - VertexBuffer.PositionKind
  86651. * - VertexBuffer.UVKind
  86652. * - VertexBuffer.UV2Kind
  86653. * - VertexBuffer.UV3Kind
  86654. * - VertexBuffer.UV4Kind
  86655. * - VertexBuffer.UV5Kind
  86656. * - VertexBuffer.UV6Kind
  86657. * - VertexBuffer.ColorKind
  86658. * - VertexBuffer.MatricesIndicesKind
  86659. * - VertexBuffer.MatricesIndicesExtraKind
  86660. * - VertexBuffer.MatricesWeightsKind
  86661. * - VertexBuffer.MatricesWeightsExtraKind
  86662. * @param data defines the data source
  86663. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86664. * @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)
  86665. */
  86666. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86667. /**
  86668. * Creates a new index buffer
  86669. * @param indices defines the indices to store in the index buffer
  86670. * @param totalVertices defines the total number of vertices (could be null)
  86671. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86672. */
  86673. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86674. }
  86675. /**
  86676. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86677. */
  86678. export class VertexData {
  86679. /**
  86680. * Mesh side orientation : usually the external or front surface
  86681. */
  86682. static readonly FRONTSIDE: number;
  86683. /**
  86684. * Mesh side orientation : usually the internal or back surface
  86685. */
  86686. static readonly BACKSIDE: number;
  86687. /**
  86688. * Mesh side orientation : both internal and external or front and back surfaces
  86689. */
  86690. static readonly DOUBLESIDE: number;
  86691. /**
  86692. * Mesh side orientation : by default, `FRONTSIDE`
  86693. */
  86694. static readonly DEFAULTSIDE: number;
  86695. /**
  86696. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86697. */
  86698. positions: Nullable<FloatArray>;
  86699. /**
  86700. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86701. */
  86702. normals: Nullable<FloatArray>;
  86703. /**
  86704. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86705. */
  86706. tangents: Nullable<FloatArray>;
  86707. /**
  86708. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86709. */
  86710. uvs: Nullable<FloatArray>;
  86711. /**
  86712. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86713. */
  86714. uvs2: Nullable<FloatArray>;
  86715. /**
  86716. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86717. */
  86718. uvs3: Nullable<FloatArray>;
  86719. /**
  86720. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86721. */
  86722. uvs4: Nullable<FloatArray>;
  86723. /**
  86724. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86725. */
  86726. uvs5: Nullable<FloatArray>;
  86727. /**
  86728. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86729. */
  86730. uvs6: Nullable<FloatArray>;
  86731. /**
  86732. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86733. */
  86734. colors: Nullable<FloatArray>;
  86735. /**
  86736. * 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).
  86737. */
  86738. matricesIndices: Nullable<FloatArray>;
  86739. /**
  86740. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86741. */
  86742. matricesWeights: Nullable<FloatArray>;
  86743. /**
  86744. * An array extending the number of possible indices
  86745. */
  86746. matricesIndicesExtra: Nullable<FloatArray>;
  86747. /**
  86748. * An array extending the number of possible weights when the number of indices is extended
  86749. */
  86750. matricesWeightsExtra: Nullable<FloatArray>;
  86751. /**
  86752. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86753. */
  86754. indices: Nullable<IndicesArray>;
  86755. /**
  86756. * Uses the passed data array to set the set the values for the specified kind of data
  86757. * @param data a linear array of floating numbers
  86758. * @param kind the type of data that is being set, eg positions, colors etc
  86759. */
  86760. set(data: FloatArray, kind: string): void;
  86761. /**
  86762. * Associates the vertexData to the passed Mesh.
  86763. * Sets it as updatable or not (default `false`)
  86764. * @param mesh the mesh the vertexData is applied to
  86765. * @param updatable when used and having the value true allows new data to update the vertexData
  86766. * @returns the VertexData
  86767. */
  86768. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86769. /**
  86770. * Associates the vertexData to the passed Geometry.
  86771. * Sets it as updatable or not (default `false`)
  86772. * @param geometry the geometry the vertexData is applied to
  86773. * @param updatable when used and having the value true allows new data to update the vertexData
  86774. * @returns VertexData
  86775. */
  86776. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86777. /**
  86778. * Updates the associated mesh
  86779. * @param mesh the mesh to be updated
  86780. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86781. * @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
  86782. * @returns VertexData
  86783. */
  86784. updateMesh(mesh: Mesh): VertexData;
  86785. /**
  86786. * Updates the associated geometry
  86787. * @param geometry the geometry to be updated
  86788. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86789. * @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
  86790. * @returns VertexData.
  86791. */
  86792. updateGeometry(geometry: Geometry): VertexData;
  86793. private _applyTo;
  86794. private _update;
  86795. /**
  86796. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86797. * @param matrix the transforming matrix
  86798. * @returns the VertexData
  86799. */
  86800. transform(matrix: Matrix): VertexData;
  86801. /**
  86802. * Merges the passed VertexData into the current one
  86803. * @param other the VertexData to be merged into the current one
  86804. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86805. * @returns the modified VertexData
  86806. */
  86807. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86808. private _mergeElement;
  86809. private _validate;
  86810. /**
  86811. * Serializes the VertexData
  86812. * @returns a serialized object
  86813. */
  86814. serialize(): any;
  86815. /**
  86816. * Extracts the vertexData from a mesh
  86817. * @param mesh the mesh from which to extract the VertexData
  86818. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86819. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86820. * @returns the object VertexData associated to the passed mesh
  86821. */
  86822. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86823. /**
  86824. * Extracts the vertexData from the geometry
  86825. * @param geometry the geometry from which to extract the VertexData
  86826. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86827. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86828. * @returns the object VertexData associated to the passed mesh
  86829. */
  86830. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86831. private static _ExtractFrom;
  86832. /**
  86833. * Creates the VertexData for a Ribbon
  86834. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86835. * * pathArray array of paths, each of which an array of successive Vector3
  86836. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86837. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86838. * * 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
  86839. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86840. * * 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)
  86841. * * 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)
  86842. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86843. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86844. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86845. * @returns the VertexData of the ribbon
  86846. */
  86847. static CreateRibbon(options: {
  86848. pathArray: Vector3[][];
  86849. closeArray?: boolean;
  86850. closePath?: boolean;
  86851. offset?: number;
  86852. sideOrientation?: number;
  86853. frontUVs?: Vector4;
  86854. backUVs?: Vector4;
  86855. invertUV?: boolean;
  86856. uvs?: Vector2[];
  86857. colors?: Color4[];
  86858. }): VertexData;
  86859. /**
  86860. * Creates the VertexData for a box
  86861. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86862. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86863. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86864. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86865. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86866. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86867. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86868. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86869. * * 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)
  86870. * * 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)
  86871. * @returns the VertexData of the box
  86872. */
  86873. static CreateBox(options: {
  86874. size?: number;
  86875. width?: number;
  86876. height?: number;
  86877. depth?: number;
  86878. faceUV?: Vector4[];
  86879. faceColors?: Color4[];
  86880. sideOrientation?: number;
  86881. frontUVs?: Vector4;
  86882. backUVs?: Vector4;
  86883. }): VertexData;
  86884. /**
  86885. * Creates the VertexData for a tiled box
  86886. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86887. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86888. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86889. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86890. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86891. * @returns the VertexData of the box
  86892. */
  86893. static CreateTiledBox(options: {
  86894. pattern?: number;
  86895. width?: number;
  86896. height?: number;
  86897. depth?: number;
  86898. tileSize?: number;
  86899. tileWidth?: number;
  86900. tileHeight?: number;
  86901. alignHorizontal?: number;
  86902. alignVertical?: number;
  86903. faceUV?: Vector4[];
  86904. faceColors?: Color4[];
  86905. sideOrientation?: number;
  86906. }): VertexData;
  86907. /**
  86908. * Creates the VertexData for a tiled plane
  86909. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86910. * * pattern a limited pattern arrangement depending on the number
  86911. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86912. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86913. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86914. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86915. * * 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)
  86916. * * 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)
  86917. * @returns the VertexData of the tiled plane
  86918. */
  86919. static CreateTiledPlane(options: {
  86920. pattern?: number;
  86921. tileSize?: number;
  86922. tileWidth?: number;
  86923. tileHeight?: number;
  86924. size?: number;
  86925. width?: number;
  86926. height?: number;
  86927. alignHorizontal?: number;
  86928. alignVertical?: number;
  86929. sideOrientation?: number;
  86930. frontUVs?: Vector4;
  86931. backUVs?: Vector4;
  86932. }): VertexData;
  86933. /**
  86934. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86935. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86936. * * segments sets the number of horizontal strips optional, default 32
  86937. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86938. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86939. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86940. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86941. * * 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
  86942. * * 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
  86943. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86944. * * 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)
  86945. * * 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)
  86946. * @returns the VertexData of the ellipsoid
  86947. */
  86948. static CreateSphere(options: {
  86949. segments?: number;
  86950. diameter?: number;
  86951. diameterX?: number;
  86952. diameterY?: number;
  86953. diameterZ?: number;
  86954. arc?: number;
  86955. slice?: number;
  86956. sideOrientation?: number;
  86957. frontUVs?: Vector4;
  86958. backUVs?: Vector4;
  86959. }): VertexData;
  86960. /**
  86961. * Creates the VertexData for a cylinder, cone or prism
  86962. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86963. * * height sets the height (y direction) of the cylinder, optional, default 2
  86964. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86965. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86966. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86967. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86968. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86969. * * 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
  86970. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86971. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86972. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86973. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86974. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86975. * * 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)
  86976. * * 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)
  86977. * @returns the VertexData of the cylinder, cone or prism
  86978. */
  86979. static CreateCylinder(options: {
  86980. height?: number;
  86981. diameterTop?: number;
  86982. diameterBottom?: number;
  86983. diameter?: number;
  86984. tessellation?: number;
  86985. subdivisions?: number;
  86986. arc?: number;
  86987. faceColors?: Color4[];
  86988. faceUV?: Vector4[];
  86989. hasRings?: boolean;
  86990. enclose?: boolean;
  86991. sideOrientation?: number;
  86992. frontUVs?: Vector4;
  86993. backUVs?: Vector4;
  86994. }): VertexData;
  86995. /**
  86996. * Creates the VertexData for a torus
  86997. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86998. * * diameter the diameter of the torus, optional default 1
  86999. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87000. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87001. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87002. * * 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)
  87003. * * 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)
  87004. * @returns the VertexData of the torus
  87005. */
  87006. static CreateTorus(options: {
  87007. diameter?: number;
  87008. thickness?: number;
  87009. tessellation?: number;
  87010. sideOrientation?: number;
  87011. frontUVs?: Vector4;
  87012. backUVs?: Vector4;
  87013. }): VertexData;
  87014. /**
  87015. * Creates the VertexData of the LineSystem
  87016. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87017. * - lines an array of lines, each line being an array of successive Vector3
  87018. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87019. * @returns the VertexData of the LineSystem
  87020. */
  87021. static CreateLineSystem(options: {
  87022. lines: Vector3[][];
  87023. colors?: Nullable<Color4[][]>;
  87024. }): VertexData;
  87025. /**
  87026. * Create the VertexData for a DashedLines
  87027. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87028. * - points an array successive Vector3
  87029. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87030. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87031. * - dashNb the intended total number of dashes, optional, default 200
  87032. * @returns the VertexData for the DashedLines
  87033. */
  87034. static CreateDashedLines(options: {
  87035. points: Vector3[];
  87036. dashSize?: number;
  87037. gapSize?: number;
  87038. dashNb?: number;
  87039. }): VertexData;
  87040. /**
  87041. * Creates the VertexData for a Ground
  87042. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87043. * - width the width (x direction) of the ground, optional, default 1
  87044. * - height the height (z direction) of the ground, optional, default 1
  87045. * - subdivisions the number of subdivisions per side, optional, default 1
  87046. * @returns the VertexData of the Ground
  87047. */
  87048. static CreateGround(options: {
  87049. width?: number;
  87050. height?: number;
  87051. subdivisions?: number;
  87052. subdivisionsX?: number;
  87053. subdivisionsY?: number;
  87054. }): VertexData;
  87055. /**
  87056. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87057. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87058. * * xmin the ground minimum X coordinate, optional, default -1
  87059. * * zmin the ground minimum Z coordinate, optional, default -1
  87060. * * xmax the ground maximum X coordinate, optional, default 1
  87061. * * zmax the ground maximum Z coordinate, optional, default 1
  87062. * * 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}
  87063. * * 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}
  87064. * @returns the VertexData of the TiledGround
  87065. */
  87066. static CreateTiledGround(options: {
  87067. xmin: number;
  87068. zmin: number;
  87069. xmax: number;
  87070. zmax: number;
  87071. subdivisions?: {
  87072. w: number;
  87073. h: number;
  87074. };
  87075. precision?: {
  87076. w: number;
  87077. h: number;
  87078. };
  87079. }): VertexData;
  87080. /**
  87081. * Creates the VertexData of the Ground designed from a heightmap
  87082. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87083. * * width the width (x direction) of the ground
  87084. * * height the height (z direction) of the ground
  87085. * * subdivisions the number of subdivisions per side
  87086. * * minHeight the minimum altitude on the ground, optional, default 0
  87087. * * maxHeight the maximum altitude on the ground, optional default 1
  87088. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87089. * * buffer the array holding the image color data
  87090. * * bufferWidth the width of image
  87091. * * bufferHeight the height of image
  87092. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87093. * @returns the VertexData of the Ground designed from a heightmap
  87094. */
  87095. static CreateGroundFromHeightMap(options: {
  87096. width: number;
  87097. height: number;
  87098. subdivisions: number;
  87099. minHeight: number;
  87100. maxHeight: number;
  87101. colorFilter: Color3;
  87102. buffer: Uint8Array;
  87103. bufferWidth: number;
  87104. bufferHeight: number;
  87105. alphaFilter: number;
  87106. }): VertexData;
  87107. /**
  87108. * Creates the VertexData for a Plane
  87109. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87110. * * size sets the width and height of the plane to the value of size, optional default 1
  87111. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87112. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87113. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87114. * * 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)
  87115. * * 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)
  87116. * @returns the VertexData of the box
  87117. */
  87118. static CreatePlane(options: {
  87119. size?: number;
  87120. width?: number;
  87121. height?: number;
  87122. sideOrientation?: number;
  87123. frontUVs?: Vector4;
  87124. backUVs?: Vector4;
  87125. }): VertexData;
  87126. /**
  87127. * Creates the VertexData of the Disc or regular Polygon
  87128. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87129. * * radius the radius of the disc, optional default 0.5
  87130. * * tessellation the number of polygon sides, optional, default 64
  87131. * * 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
  87132. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87133. * * 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)
  87134. * * 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)
  87135. * @returns the VertexData of the box
  87136. */
  87137. static CreateDisc(options: {
  87138. radius?: number;
  87139. tessellation?: number;
  87140. arc?: number;
  87141. sideOrientation?: number;
  87142. frontUVs?: Vector4;
  87143. backUVs?: Vector4;
  87144. }): VertexData;
  87145. /**
  87146. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87147. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87148. * @param polygon a mesh built from polygonTriangulation.build()
  87149. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87150. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87151. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87152. * @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)
  87153. * @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)
  87154. * @returns the VertexData of the Polygon
  87155. */
  87156. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87157. /**
  87158. * Creates the VertexData of the IcoSphere
  87159. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87160. * * radius the radius of the IcoSphere, optional default 1
  87161. * * radiusX allows stretching in the x direction, optional, default radius
  87162. * * radiusY allows stretching in the y direction, optional, default radius
  87163. * * radiusZ allows stretching in the z direction, optional, default radius
  87164. * * flat when true creates a flat shaded mesh, optional, default true
  87165. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87167. * * 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)
  87168. * * 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)
  87169. * @returns the VertexData of the IcoSphere
  87170. */
  87171. static CreateIcoSphere(options: {
  87172. radius?: number;
  87173. radiusX?: number;
  87174. radiusY?: number;
  87175. radiusZ?: number;
  87176. flat?: boolean;
  87177. subdivisions?: number;
  87178. sideOrientation?: number;
  87179. frontUVs?: Vector4;
  87180. backUVs?: Vector4;
  87181. }): VertexData;
  87182. /**
  87183. * Creates the VertexData for a Polyhedron
  87184. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87185. * * type provided types are:
  87186. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87187. * * 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)
  87188. * * size the size of the IcoSphere, optional default 1
  87189. * * sizeX allows stretching in the x direction, optional, default size
  87190. * * sizeY allows stretching in the y direction, optional, default size
  87191. * * sizeZ allows stretching in the z direction, optional, default size
  87192. * * 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
  87193. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87194. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87195. * * flat when true creates a flat shaded mesh, optional, default true
  87196. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87197. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87198. * * 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)
  87199. * * 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)
  87200. * @returns the VertexData of the Polyhedron
  87201. */
  87202. static CreatePolyhedron(options: {
  87203. type?: number;
  87204. size?: number;
  87205. sizeX?: number;
  87206. sizeY?: number;
  87207. sizeZ?: number;
  87208. custom?: any;
  87209. faceUV?: Vector4[];
  87210. faceColors?: Color4[];
  87211. flat?: boolean;
  87212. sideOrientation?: number;
  87213. frontUVs?: Vector4;
  87214. backUVs?: Vector4;
  87215. }): VertexData;
  87216. /**
  87217. * Creates the VertexData for a TorusKnot
  87218. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87219. * * radius the radius of the torus knot, optional, default 2
  87220. * * tube the thickness of the tube, optional, default 0.5
  87221. * * radialSegments the number of sides on each tube segments, optional, default 32
  87222. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87223. * * p the number of windings around the z axis, optional, default 2
  87224. * * q the number of windings around the x axis, optional, default 3
  87225. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87226. * * 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)
  87227. * * 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)
  87228. * @returns the VertexData of the Torus Knot
  87229. */
  87230. static CreateTorusKnot(options: {
  87231. radius?: number;
  87232. tube?: number;
  87233. radialSegments?: number;
  87234. tubularSegments?: number;
  87235. p?: number;
  87236. q?: number;
  87237. sideOrientation?: number;
  87238. frontUVs?: Vector4;
  87239. backUVs?: Vector4;
  87240. }): VertexData;
  87241. /**
  87242. * Compute normals for given positions and indices
  87243. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87244. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87245. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87246. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87247. * * facetNormals : optional array of facet normals (vector3)
  87248. * * facetPositions : optional array of facet positions (vector3)
  87249. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87250. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87251. * * bInfo : optional bounding info, required for facetPartitioning computation
  87252. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87253. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87254. * * useRightHandedSystem: optional boolean to for right handed system computation
  87255. * * depthSort : optional boolean to enable the facet depth sort computation
  87256. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87257. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87258. */
  87259. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87260. facetNormals?: any;
  87261. facetPositions?: any;
  87262. facetPartitioning?: any;
  87263. ratio?: number;
  87264. bInfo?: any;
  87265. bbSize?: Vector3;
  87266. subDiv?: any;
  87267. useRightHandedSystem?: boolean;
  87268. depthSort?: boolean;
  87269. distanceTo?: Vector3;
  87270. depthSortedFacets?: any;
  87271. }): void;
  87272. /** @hidden */
  87273. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87274. /**
  87275. * Applies VertexData created from the imported parameters to the geometry
  87276. * @param parsedVertexData the parsed data from an imported file
  87277. * @param geometry the geometry to apply the VertexData to
  87278. */
  87279. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87280. }
  87281. }
  87282. declare module BABYLON {
  87283. /**
  87284. * Defines a target to use with MorphTargetManager
  87285. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87286. */
  87287. export class MorphTarget implements IAnimatable {
  87288. /** defines the name of the target */
  87289. name: string;
  87290. /**
  87291. * Gets or sets the list of animations
  87292. */
  87293. animations: Animation[];
  87294. private _scene;
  87295. private _positions;
  87296. private _normals;
  87297. private _tangents;
  87298. private _uvs;
  87299. private _influence;
  87300. /**
  87301. * Observable raised when the influence changes
  87302. */
  87303. onInfluenceChanged: Observable<boolean>;
  87304. /** @hidden */
  87305. _onDataLayoutChanged: Observable<void>;
  87306. /**
  87307. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87308. */
  87309. influence: number;
  87310. /**
  87311. * Gets or sets the id of the morph Target
  87312. */
  87313. id: string;
  87314. private _animationPropertiesOverride;
  87315. /**
  87316. * Gets or sets the animation properties override
  87317. */
  87318. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87319. /**
  87320. * Creates a new MorphTarget
  87321. * @param name defines the name of the target
  87322. * @param influence defines the influence to use
  87323. * @param scene defines the scene the morphtarget belongs to
  87324. */
  87325. constructor(
  87326. /** defines the name of the target */
  87327. name: string, influence?: number, scene?: Nullable<Scene>);
  87328. /**
  87329. * Gets a boolean defining if the target contains position data
  87330. */
  87331. readonly hasPositions: boolean;
  87332. /**
  87333. * Gets a boolean defining if the target contains normal data
  87334. */
  87335. readonly hasNormals: boolean;
  87336. /**
  87337. * Gets a boolean defining if the target contains tangent data
  87338. */
  87339. readonly hasTangents: boolean;
  87340. /**
  87341. * Gets a boolean defining if the target contains texture coordinates data
  87342. */
  87343. readonly hasUVs: boolean;
  87344. /**
  87345. * Affects position data to this target
  87346. * @param data defines the position data to use
  87347. */
  87348. setPositions(data: Nullable<FloatArray>): void;
  87349. /**
  87350. * Gets the position data stored in this target
  87351. * @returns a FloatArray containing the position data (or null if not present)
  87352. */
  87353. getPositions(): Nullable<FloatArray>;
  87354. /**
  87355. * Affects normal data to this target
  87356. * @param data defines the normal data to use
  87357. */
  87358. setNormals(data: Nullable<FloatArray>): void;
  87359. /**
  87360. * Gets the normal data stored in this target
  87361. * @returns a FloatArray containing the normal data (or null if not present)
  87362. */
  87363. getNormals(): Nullable<FloatArray>;
  87364. /**
  87365. * Affects tangent data to this target
  87366. * @param data defines the tangent data to use
  87367. */
  87368. setTangents(data: Nullable<FloatArray>): void;
  87369. /**
  87370. * Gets the tangent data stored in this target
  87371. * @returns a FloatArray containing the tangent data (or null if not present)
  87372. */
  87373. getTangents(): Nullable<FloatArray>;
  87374. /**
  87375. * Affects texture coordinates data to this target
  87376. * @param data defines the texture coordinates data to use
  87377. */
  87378. setUVs(data: Nullable<FloatArray>): void;
  87379. /**
  87380. * Gets the texture coordinates data stored in this target
  87381. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87382. */
  87383. getUVs(): Nullable<FloatArray>;
  87384. /**
  87385. * Serializes the current target into a Serialization object
  87386. * @returns the serialized object
  87387. */
  87388. serialize(): any;
  87389. /**
  87390. * Returns the string "MorphTarget"
  87391. * @returns "MorphTarget"
  87392. */
  87393. getClassName(): string;
  87394. /**
  87395. * Creates a new target from serialized data
  87396. * @param serializationObject defines the serialized data to use
  87397. * @returns a new MorphTarget
  87398. */
  87399. static Parse(serializationObject: any): MorphTarget;
  87400. /**
  87401. * Creates a MorphTarget from mesh data
  87402. * @param mesh defines the source mesh
  87403. * @param name defines the name to use for the new target
  87404. * @param influence defines the influence to attach to the target
  87405. * @returns a new MorphTarget
  87406. */
  87407. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87408. }
  87409. }
  87410. declare module BABYLON {
  87411. /**
  87412. * This class is used to deform meshes using morphing between different targets
  87413. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87414. */
  87415. export class MorphTargetManager {
  87416. private _targets;
  87417. private _targetInfluenceChangedObservers;
  87418. private _targetDataLayoutChangedObservers;
  87419. private _activeTargets;
  87420. private _scene;
  87421. private _influences;
  87422. private _supportsNormals;
  87423. private _supportsTangents;
  87424. private _supportsUVs;
  87425. private _vertexCount;
  87426. private _uniqueId;
  87427. private _tempInfluences;
  87428. /**
  87429. * Gets or sets a boolean indicating if normals must be morphed
  87430. */
  87431. enableNormalMorphing: boolean;
  87432. /**
  87433. * Gets or sets a boolean indicating if tangents must be morphed
  87434. */
  87435. enableTangentMorphing: boolean;
  87436. /**
  87437. * Gets or sets a boolean indicating if UV must be morphed
  87438. */
  87439. enableUVMorphing: boolean;
  87440. /**
  87441. * Creates a new MorphTargetManager
  87442. * @param scene defines the current scene
  87443. */
  87444. constructor(scene?: Nullable<Scene>);
  87445. /**
  87446. * Gets the unique ID of this manager
  87447. */
  87448. readonly uniqueId: number;
  87449. /**
  87450. * Gets the number of vertices handled by this manager
  87451. */
  87452. readonly vertexCount: number;
  87453. /**
  87454. * Gets a boolean indicating if this manager supports morphing of normals
  87455. */
  87456. readonly supportsNormals: boolean;
  87457. /**
  87458. * Gets a boolean indicating if this manager supports morphing of tangents
  87459. */
  87460. readonly supportsTangents: boolean;
  87461. /**
  87462. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87463. */
  87464. readonly supportsUVs: boolean;
  87465. /**
  87466. * Gets the number of targets stored in this manager
  87467. */
  87468. readonly numTargets: number;
  87469. /**
  87470. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87471. */
  87472. readonly numInfluencers: number;
  87473. /**
  87474. * Gets the list of influences (one per target)
  87475. */
  87476. readonly influences: Float32Array;
  87477. /**
  87478. * Gets the active target at specified index. An active target is a target with an influence > 0
  87479. * @param index defines the index to check
  87480. * @returns the requested target
  87481. */
  87482. getActiveTarget(index: number): MorphTarget;
  87483. /**
  87484. * Gets the target at specified index
  87485. * @param index defines the index to check
  87486. * @returns the requested target
  87487. */
  87488. getTarget(index: number): MorphTarget;
  87489. /**
  87490. * Add a new target to this manager
  87491. * @param target defines the target to add
  87492. */
  87493. addTarget(target: MorphTarget): void;
  87494. /**
  87495. * Removes a target from the manager
  87496. * @param target defines the target to remove
  87497. */
  87498. removeTarget(target: MorphTarget): void;
  87499. /**
  87500. * Serializes the current manager into a Serialization object
  87501. * @returns the serialized object
  87502. */
  87503. serialize(): any;
  87504. private _syncActiveTargets;
  87505. /**
  87506. * Syncrhonize the targets with all the meshes using this morph target manager
  87507. */
  87508. synchronize(): void;
  87509. /**
  87510. * Creates a new MorphTargetManager from serialized data
  87511. * @param serializationObject defines the serialized data
  87512. * @param scene defines the hosting scene
  87513. * @returns the new MorphTargetManager
  87514. */
  87515. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87516. }
  87517. }
  87518. declare module BABYLON {
  87519. /**
  87520. * Class used to represent a specific level of detail of a mesh
  87521. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87522. */
  87523. export class MeshLODLevel {
  87524. /** Defines the distance where this level should star being displayed */
  87525. distance: number;
  87526. /** Defines the mesh to use to render this level */
  87527. mesh: Nullable<Mesh>;
  87528. /**
  87529. * Creates a new LOD level
  87530. * @param distance defines the distance where this level should star being displayed
  87531. * @param mesh defines the mesh to use to render this level
  87532. */
  87533. constructor(
  87534. /** Defines the distance where this level should star being displayed */
  87535. distance: number,
  87536. /** Defines the mesh to use to render this level */
  87537. mesh: Nullable<Mesh>);
  87538. }
  87539. }
  87540. declare module BABYLON {
  87541. /**
  87542. * Mesh representing the gorund
  87543. */
  87544. export class GroundMesh extends Mesh {
  87545. /** If octree should be generated */
  87546. generateOctree: boolean;
  87547. private _heightQuads;
  87548. /** @hidden */
  87549. _subdivisionsX: number;
  87550. /** @hidden */
  87551. _subdivisionsY: number;
  87552. /** @hidden */
  87553. _width: number;
  87554. /** @hidden */
  87555. _height: number;
  87556. /** @hidden */
  87557. _minX: number;
  87558. /** @hidden */
  87559. _maxX: number;
  87560. /** @hidden */
  87561. _minZ: number;
  87562. /** @hidden */
  87563. _maxZ: number;
  87564. constructor(name: string, scene: Scene);
  87565. /**
  87566. * "GroundMesh"
  87567. * @returns "GroundMesh"
  87568. */
  87569. getClassName(): string;
  87570. /**
  87571. * The minimum of x and y subdivisions
  87572. */
  87573. readonly subdivisions: number;
  87574. /**
  87575. * X subdivisions
  87576. */
  87577. readonly subdivisionsX: number;
  87578. /**
  87579. * Y subdivisions
  87580. */
  87581. readonly subdivisionsY: number;
  87582. /**
  87583. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87584. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87585. * @param chunksCount the number of subdivisions for x and y
  87586. * @param octreeBlocksSize (Default: 32)
  87587. */
  87588. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87589. /**
  87590. * Returns a height (y) value in the Worl system :
  87591. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87592. * @param x x coordinate
  87593. * @param z z coordinate
  87594. * @returns the ground y position if (x, z) are outside the ground surface.
  87595. */
  87596. getHeightAtCoordinates(x: number, z: number): number;
  87597. /**
  87598. * Returns a normalized vector (Vector3) orthogonal to the ground
  87599. * at the ground coordinates (x, z) expressed in the World system.
  87600. * @param x x coordinate
  87601. * @param z z coordinate
  87602. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87603. */
  87604. getNormalAtCoordinates(x: number, z: number): Vector3;
  87605. /**
  87606. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87607. * at the ground coordinates (x, z) expressed in the World system.
  87608. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87609. * @param x x coordinate
  87610. * @param z z coordinate
  87611. * @param ref vector to store the result
  87612. * @returns the GroundMesh.
  87613. */
  87614. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87615. /**
  87616. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87617. * if the ground has been updated.
  87618. * This can be used in the render loop.
  87619. * @returns the GroundMesh.
  87620. */
  87621. updateCoordinateHeights(): GroundMesh;
  87622. private _getFacetAt;
  87623. private _initHeightQuads;
  87624. private _computeHeightQuads;
  87625. /**
  87626. * Serializes this ground mesh
  87627. * @param serializationObject object to write serialization to
  87628. */
  87629. serialize(serializationObject: any): void;
  87630. /**
  87631. * Parses a serialized ground mesh
  87632. * @param parsedMesh the serialized mesh
  87633. * @param scene the scene to create the ground mesh in
  87634. * @returns the created ground mesh
  87635. */
  87636. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87637. }
  87638. }
  87639. declare module BABYLON {
  87640. /**
  87641. * Interface for Physics-Joint data
  87642. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87643. */
  87644. export interface PhysicsJointData {
  87645. /**
  87646. * The main pivot of the joint
  87647. */
  87648. mainPivot?: Vector3;
  87649. /**
  87650. * The connected pivot of the joint
  87651. */
  87652. connectedPivot?: Vector3;
  87653. /**
  87654. * The main axis of the joint
  87655. */
  87656. mainAxis?: Vector3;
  87657. /**
  87658. * The connected axis of the joint
  87659. */
  87660. connectedAxis?: Vector3;
  87661. /**
  87662. * The collision of the joint
  87663. */
  87664. collision?: boolean;
  87665. /**
  87666. * Native Oimo/Cannon/Energy data
  87667. */
  87668. nativeParams?: any;
  87669. }
  87670. /**
  87671. * This is a holder class for the physics joint created by the physics plugin
  87672. * It holds a set of functions to control the underlying joint
  87673. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87674. */
  87675. export class PhysicsJoint {
  87676. /**
  87677. * The type of the physics joint
  87678. */
  87679. type: number;
  87680. /**
  87681. * The data for the physics joint
  87682. */
  87683. jointData: PhysicsJointData;
  87684. private _physicsJoint;
  87685. protected _physicsPlugin: IPhysicsEnginePlugin;
  87686. /**
  87687. * Initializes the physics joint
  87688. * @param type The type of the physics joint
  87689. * @param jointData The data for the physics joint
  87690. */
  87691. constructor(
  87692. /**
  87693. * The type of the physics joint
  87694. */
  87695. type: number,
  87696. /**
  87697. * The data for the physics joint
  87698. */
  87699. jointData: PhysicsJointData);
  87700. /**
  87701. * Gets the physics joint
  87702. */
  87703. /**
  87704. * Sets the physics joint
  87705. */
  87706. physicsJoint: any;
  87707. /**
  87708. * Sets the physics plugin
  87709. */
  87710. physicsPlugin: IPhysicsEnginePlugin;
  87711. /**
  87712. * Execute a function that is physics-plugin specific.
  87713. * @param {Function} func the function that will be executed.
  87714. * It accepts two parameters: the physics world and the physics joint
  87715. */
  87716. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87717. /**
  87718. * Distance-Joint type
  87719. */
  87720. static DistanceJoint: number;
  87721. /**
  87722. * Hinge-Joint type
  87723. */
  87724. static HingeJoint: number;
  87725. /**
  87726. * Ball-and-Socket joint type
  87727. */
  87728. static BallAndSocketJoint: number;
  87729. /**
  87730. * Wheel-Joint type
  87731. */
  87732. static WheelJoint: number;
  87733. /**
  87734. * Slider-Joint type
  87735. */
  87736. static SliderJoint: number;
  87737. /**
  87738. * Prismatic-Joint type
  87739. */
  87740. static PrismaticJoint: number;
  87741. /**
  87742. * Universal-Joint type
  87743. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87744. */
  87745. static UniversalJoint: number;
  87746. /**
  87747. * Hinge-Joint 2 type
  87748. */
  87749. static Hinge2Joint: number;
  87750. /**
  87751. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87752. */
  87753. static PointToPointJoint: number;
  87754. /**
  87755. * Spring-Joint type
  87756. */
  87757. static SpringJoint: number;
  87758. /**
  87759. * Lock-Joint type
  87760. */
  87761. static LockJoint: number;
  87762. }
  87763. /**
  87764. * A class representing a physics distance joint
  87765. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87766. */
  87767. export class DistanceJoint extends PhysicsJoint {
  87768. /**
  87769. *
  87770. * @param jointData The data for the Distance-Joint
  87771. */
  87772. constructor(jointData: DistanceJointData);
  87773. /**
  87774. * Update the predefined distance.
  87775. * @param maxDistance The maximum preferred distance
  87776. * @param minDistance The minimum preferred distance
  87777. */
  87778. updateDistance(maxDistance: number, minDistance?: number): void;
  87779. }
  87780. /**
  87781. * Represents a Motor-Enabled Joint
  87782. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87783. */
  87784. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87785. /**
  87786. * Initializes the Motor-Enabled Joint
  87787. * @param type The type of the joint
  87788. * @param jointData The physica joint data for the joint
  87789. */
  87790. constructor(type: number, jointData: PhysicsJointData);
  87791. /**
  87792. * Set the motor values.
  87793. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87794. * @param force the force to apply
  87795. * @param maxForce max force for this motor.
  87796. */
  87797. setMotor(force?: number, maxForce?: number): void;
  87798. /**
  87799. * Set the motor's limits.
  87800. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87801. * @param upperLimit The upper limit of the motor
  87802. * @param lowerLimit The lower limit of the motor
  87803. */
  87804. setLimit(upperLimit: number, lowerLimit?: number): void;
  87805. }
  87806. /**
  87807. * This class represents a single physics Hinge-Joint
  87808. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87809. */
  87810. export class HingeJoint extends MotorEnabledJoint {
  87811. /**
  87812. * Initializes the Hinge-Joint
  87813. * @param jointData The joint data for the Hinge-Joint
  87814. */
  87815. constructor(jointData: PhysicsJointData);
  87816. /**
  87817. * Set the motor values.
  87818. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87819. * @param {number} force the force to apply
  87820. * @param {number} maxForce max force for this motor.
  87821. */
  87822. setMotor(force?: number, maxForce?: number): void;
  87823. /**
  87824. * Set the motor's limits.
  87825. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87826. * @param upperLimit The upper limit of the motor
  87827. * @param lowerLimit The lower limit of the motor
  87828. */
  87829. setLimit(upperLimit: number, lowerLimit?: number): void;
  87830. }
  87831. /**
  87832. * This class represents a dual hinge physics joint (same as wheel joint)
  87833. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87834. */
  87835. export class Hinge2Joint extends MotorEnabledJoint {
  87836. /**
  87837. * Initializes the Hinge2-Joint
  87838. * @param jointData The joint data for the Hinge2-Joint
  87839. */
  87840. constructor(jointData: PhysicsJointData);
  87841. /**
  87842. * Set the motor values.
  87843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87844. * @param {number} targetSpeed the speed the motor is to reach
  87845. * @param {number} maxForce max force for this motor.
  87846. * @param {motorIndex} the motor's index, 0 or 1.
  87847. */
  87848. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87849. /**
  87850. * Set the motor limits.
  87851. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87852. * @param {number} upperLimit the upper limit
  87853. * @param {number} lowerLimit lower limit
  87854. * @param {motorIndex} the motor's index, 0 or 1.
  87855. */
  87856. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87857. }
  87858. /**
  87859. * Interface for a motor enabled joint
  87860. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87861. */
  87862. export interface IMotorEnabledJoint {
  87863. /**
  87864. * Physics joint
  87865. */
  87866. physicsJoint: any;
  87867. /**
  87868. * Sets the motor of the motor-enabled joint
  87869. * @param force The force of the motor
  87870. * @param maxForce The maximum force of the motor
  87871. * @param motorIndex The index of the motor
  87872. */
  87873. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87874. /**
  87875. * Sets the limit of the motor
  87876. * @param upperLimit The upper limit of the motor
  87877. * @param lowerLimit The lower limit of the motor
  87878. * @param motorIndex The index of the motor
  87879. */
  87880. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87881. }
  87882. /**
  87883. * Joint data for a Distance-Joint
  87884. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87885. */
  87886. export interface DistanceJointData extends PhysicsJointData {
  87887. /**
  87888. * Max distance the 2 joint objects can be apart
  87889. */
  87890. maxDistance: number;
  87891. }
  87892. /**
  87893. * Joint data from a spring joint
  87894. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87895. */
  87896. export interface SpringJointData extends PhysicsJointData {
  87897. /**
  87898. * Length of the spring
  87899. */
  87900. length: number;
  87901. /**
  87902. * Stiffness of the spring
  87903. */
  87904. stiffness: number;
  87905. /**
  87906. * Damping of the spring
  87907. */
  87908. damping: number;
  87909. /** this callback will be called when applying the force to the impostors. */
  87910. forceApplicationCallback: () => void;
  87911. }
  87912. }
  87913. declare module BABYLON {
  87914. /**
  87915. * Holds the data for the raycast result
  87916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87917. */
  87918. export class PhysicsRaycastResult {
  87919. private _hasHit;
  87920. private _hitDistance;
  87921. private _hitNormalWorld;
  87922. private _hitPointWorld;
  87923. private _rayFromWorld;
  87924. private _rayToWorld;
  87925. /**
  87926. * Gets if there was a hit
  87927. */
  87928. readonly hasHit: boolean;
  87929. /**
  87930. * Gets the distance from the hit
  87931. */
  87932. readonly hitDistance: number;
  87933. /**
  87934. * Gets the hit normal/direction in the world
  87935. */
  87936. readonly hitNormalWorld: Vector3;
  87937. /**
  87938. * Gets the hit point in the world
  87939. */
  87940. readonly hitPointWorld: Vector3;
  87941. /**
  87942. * Gets the ray "start point" of the ray in the world
  87943. */
  87944. readonly rayFromWorld: Vector3;
  87945. /**
  87946. * Gets the ray "end point" of the ray in the world
  87947. */
  87948. readonly rayToWorld: Vector3;
  87949. /**
  87950. * Sets the hit data (normal & point in world space)
  87951. * @param hitNormalWorld defines the normal in world space
  87952. * @param hitPointWorld defines the point in world space
  87953. */
  87954. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87955. /**
  87956. * Sets the distance from the start point to the hit point
  87957. * @param distance
  87958. */
  87959. setHitDistance(distance: number): void;
  87960. /**
  87961. * Calculates the distance manually
  87962. */
  87963. calculateHitDistance(): void;
  87964. /**
  87965. * Resets all the values to default
  87966. * @param from The from point on world space
  87967. * @param to The to point on world space
  87968. */
  87969. reset(from?: Vector3, to?: Vector3): void;
  87970. }
  87971. /**
  87972. * Interface for the size containing width and height
  87973. */
  87974. interface IXYZ {
  87975. /**
  87976. * X
  87977. */
  87978. x: number;
  87979. /**
  87980. * Y
  87981. */
  87982. y: number;
  87983. /**
  87984. * Z
  87985. */
  87986. z: number;
  87987. }
  87988. }
  87989. declare module BABYLON {
  87990. /**
  87991. * Interface used to describe a physics joint
  87992. */
  87993. export interface PhysicsImpostorJoint {
  87994. /** Defines the main impostor to which the joint is linked */
  87995. mainImpostor: PhysicsImpostor;
  87996. /** Defines the impostor that is connected to the main impostor using this joint */
  87997. connectedImpostor: PhysicsImpostor;
  87998. /** Defines the joint itself */
  87999. joint: PhysicsJoint;
  88000. }
  88001. /** @hidden */
  88002. export interface IPhysicsEnginePlugin {
  88003. world: any;
  88004. name: string;
  88005. setGravity(gravity: Vector3): void;
  88006. setTimeStep(timeStep: number): void;
  88007. getTimeStep(): number;
  88008. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88009. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88010. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88011. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88012. removePhysicsBody(impostor: PhysicsImpostor): void;
  88013. generateJoint(joint: PhysicsImpostorJoint): void;
  88014. removeJoint(joint: PhysicsImpostorJoint): void;
  88015. isSupported(): boolean;
  88016. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88017. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88018. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88019. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88020. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88021. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88022. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88023. getBodyMass(impostor: PhysicsImpostor): number;
  88024. getBodyFriction(impostor: PhysicsImpostor): number;
  88025. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88026. getBodyRestitution(impostor: PhysicsImpostor): number;
  88027. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88028. getBodyPressure?(impostor: PhysicsImpostor): number;
  88029. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88030. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88031. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88032. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88033. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88034. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88035. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88036. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88037. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88038. sleepBody(impostor: PhysicsImpostor): void;
  88039. wakeUpBody(impostor: PhysicsImpostor): void;
  88040. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88041. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88042. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88043. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88044. getRadius(impostor: PhysicsImpostor): number;
  88045. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88046. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88047. dispose(): void;
  88048. }
  88049. /**
  88050. * Interface used to define a physics engine
  88051. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88052. */
  88053. export interface IPhysicsEngine {
  88054. /**
  88055. * Gets the gravity vector used by the simulation
  88056. */
  88057. gravity: Vector3;
  88058. /**
  88059. * Sets the gravity vector used by the simulation
  88060. * @param gravity defines the gravity vector to use
  88061. */
  88062. setGravity(gravity: Vector3): void;
  88063. /**
  88064. * Set the time step of the physics engine.
  88065. * Default is 1/60.
  88066. * To slow it down, enter 1/600 for example.
  88067. * To speed it up, 1/30
  88068. * @param newTimeStep the new timestep to apply to this world.
  88069. */
  88070. setTimeStep(newTimeStep: number): void;
  88071. /**
  88072. * Get the time step of the physics engine.
  88073. * @returns the current time step
  88074. */
  88075. getTimeStep(): number;
  88076. /**
  88077. * Release all resources
  88078. */
  88079. dispose(): void;
  88080. /**
  88081. * Gets the name of the current physics plugin
  88082. * @returns the name of the plugin
  88083. */
  88084. getPhysicsPluginName(): string;
  88085. /**
  88086. * Adding a new impostor for the impostor tracking.
  88087. * This will be done by the impostor itself.
  88088. * @param impostor the impostor to add
  88089. */
  88090. addImpostor(impostor: PhysicsImpostor): void;
  88091. /**
  88092. * Remove an impostor from the engine.
  88093. * This impostor and its mesh will not longer be updated by the physics engine.
  88094. * @param impostor the impostor to remove
  88095. */
  88096. removeImpostor(impostor: PhysicsImpostor): void;
  88097. /**
  88098. * Add a joint to the physics engine
  88099. * @param mainImpostor defines the main impostor to which the joint is added.
  88100. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88101. * @param joint defines the joint that will connect both impostors.
  88102. */
  88103. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88104. /**
  88105. * Removes a joint from the simulation
  88106. * @param mainImpostor defines the impostor used with the joint
  88107. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88108. * @param joint defines the joint to remove
  88109. */
  88110. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88111. /**
  88112. * Gets the current plugin used to run the simulation
  88113. * @returns current plugin
  88114. */
  88115. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88116. /**
  88117. * Gets the list of physic impostors
  88118. * @returns an array of PhysicsImpostor
  88119. */
  88120. getImpostors(): Array<PhysicsImpostor>;
  88121. /**
  88122. * Gets the impostor for a physics enabled object
  88123. * @param object defines the object impersonated by the impostor
  88124. * @returns the PhysicsImpostor or null if not found
  88125. */
  88126. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88127. /**
  88128. * Gets the impostor for a physics body object
  88129. * @param body defines physics body used by the impostor
  88130. * @returns the PhysicsImpostor or null if not found
  88131. */
  88132. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88133. /**
  88134. * Does a raycast in the physics world
  88135. * @param from when should the ray start?
  88136. * @param to when should the ray end?
  88137. * @returns PhysicsRaycastResult
  88138. */
  88139. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88140. /**
  88141. * Called by the scene. No need to call it.
  88142. * @param delta defines the timespam between frames
  88143. */
  88144. _step(delta: number): void;
  88145. }
  88146. }
  88147. declare module BABYLON {
  88148. /**
  88149. * The interface for the physics imposter parameters
  88150. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88151. */
  88152. export interface PhysicsImpostorParameters {
  88153. /**
  88154. * The mass of the physics imposter
  88155. */
  88156. mass: number;
  88157. /**
  88158. * The friction of the physics imposter
  88159. */
  88160. friction?: number;
  88161. /**
  88162. * The coefficient of restitution of the physics imposter
  88163. */
  88164. restitution?: number;
  88165. /**
  88166. * The native options of the physics imposter
  88167. */
  88168. nativeOptions?: any;
  88169. /**
  88170. * Specifies if the parent should be ignored
  88171. */
  88172. ignoreParent?: boolean;
  88173. /**
  88174. * Specifies if bi-directional transformations should be disabled
  88175. */
  88176. disableBidirectionalTransformation?: boolean;
  88177. /**
  88178. * The pressure inside the physics imposter, soft object only
  88179. */
  88180. pressure?: number;
  88181. /**
  88182. * The stiffness the physics imposter, soft object only
  88183. */
  88184. stiffness?: number;
  88185. /**
  88186. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88187. */
  88188. velocityIterations?: number;
  88189. /**
  88190. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88191. */
  88192. positionIterations?: number;
  88193. /**
  88194. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88195. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88196. * Add to fix multiple points
  88197. */
  88198. fixedPoints?: number;
  88199. /**
  88200. * The collision margin around a soft object
  88201. */
  88202. margin?: number;
  88203. /**
  88204. * The collision margin around a soft object
  88205. */
  88206. damping?: number;
  88207. /**
  88208. * The path for a rope based on an extrusion
  88209. */
  88210. path?: any;
  88211. /**
  88212. * The shape of an extrusion used for a rope based on an extrusion
  88213. */
  88214. shape?: any;
  88215. }
  88216. /**
  88217. * Interface for a physics-enabled object
  88218. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88219. */
  88220. export interface IPhysicsEnabledObject {
  88221. /**
  88222. * The position of the physics-enabled object
  88223. */
  88224. position: Vector3;
  88225. /**
  88226. * The rotation of the physics-enabled object
  88227. */
  88228. rotationQuaternion: Nullable<Quaternion>;
  88229. /**
  88230. * The scale of the physics-enabled object
  88231. */
  88232. scaling: Vector3;
  88233. /**
  88234. * The rotation of the physics-enabled object
  88235. */
  88236. rotation?: Vector3;
  88237. /**
  88238. * The parent of the physics-enabled object
  88239. */
  88240. parent?: any;
  88241. /**
  88242. * The bounding info of the physics-enabled object
  88243. * @returns The bounding info of the physics-enabled object
  88244. */
  88245. getBoundingInfo(): BoundingInfo;
  88246. /**
  88247. * Computes the world matrix
  88248. * @param force Specifies if the world matrix should be computed by force
  88249. * @returns A world matrix
  88250. */
  88251. computeWorldMatrix(force: boolean): Matrix;
  88252. /**
  88253. * Gets the world matrix
  88254. * @returns A world matrix
  88255. */
  88256. getWorldMatrix?(): Matrix;
  88257. /**
  88258. * Gets the child meshes
  88259. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88260. * @returns An array of abstract meshes
  88261. */
  88262. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88263. /**
  88264. * Gets the vertex data
  88265. * @param kind The type of vertex data
  88266. * @returns A nullable array of numbers, or a float32 array
  88267. */
  88268. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88269. /**
  88270. * Gets the indices from the mesh
  88271. * @returns A nullable array of index arrays
  88272. */
  88273. getIndices?(): Nullable<IndicesArray>;
  88274. /**
  88275. * Gets the scene from the mesh
  88276. * @returns the indices array or null
  88277. */
  88278. getScene?(): Scene;
  88279. /**
  88280. * Gets the absolute position from the mesh
  88281. * @returns the absolute position
  88282. */
  88283. getAbsolutePosition(): Vector3;
  88284. /**
  88285. * Gets the absolute pivot point from the mesh
  88286. * @returns the absolute pivot point
  88287. */
  88288. getAbsolutePivotPoint(): Vector3;
  88289. /**
  88290. * Rotates the mesh
  88291. * @param axis The axis of rotation
  88292. * @param amount The amount of rotation
  88293. * @param space The space of the rotation
  88294. * @returns The rotation transform node
  88295. */
  88296. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88297. /**
  88298. * Translates the mesh
  88299. * @param axis The axis of translation
  88300. * @param distance The distance of translation
  88301. * @param space The space of the translation
  88302. * @returns The transform node
  88303. */
  88304. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88305. /**
  88306. * Sets the absolute position of the mesh
  88307. * @param absolutePosition The absolute position of the mesh
  88308. * @returns The transform node
  88309. */
  88310. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88311. /**
  88312. * Gets the class name of the mesh
  88313. * @returns The class name
  88314. */
  88315. getClassName(): string;
  88316. }
  88317. /**
  88318. * Represents a physics imposter
  88319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88320. */
  88321. export class PhysicsImpostor {
  88322. /**
  88323. * The physics-enabled object used as the physics imposter
  88324. */
  88325. object: IPhysicsEnabledObject;
  88326. /**
  88327. * The type of the physics imposter
  88328. */
  88329. type: number;
  88330. private _options;
  88331. private _scene?;
  88332. /**
  88333. * The default object size of the imposter
  88334. */
  88335. static DEFAULT_OBJECT_SIZE: Vector3;
  88336. /**
  88337. * The identity quaternion of the imposter
  88338. */
  88339. static IDENTITY_QUATERNION: Quaternion;
  88340. /** @hidden */
  88341. _pluginData: any;
  88342. private _physicsEngine;
  88343. private _physicsBody;
  88344. private _bodyUpdateRequired;
  88345. private _onBeforePhysicsStepCallbacks;
  88346. private _onAfterPhysicsStepCallbacks;
  88347. /** @hidden */
  88348. _onPhysicsCollideCallbacks: Array<{
  88349. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88350. otherImpostors: Array<PhysicsImpostor>;
  88351. }>;
  88352. private _deltaPosition;
  88353. private _deltaRotation;
  88354. private _deltaRotationConjugated;
  88355. /** @hidden */
  88356. _isFromLine: boolean;
  88357. private _parent;
  88358. private _isDisposed;
  88359. private static _tmpVecs;
  88360. private static _tmpQuat;
  88361. /**
  88362. * Specifies if the physics imposter is disposed
  88363. */
  88364. readonly isDisposed: boolean;
  88365. /**
  88366. * Gets the mass of the physics imposter
  88367. */
  88368. mass: number;
  88369. /**
  88370. * Gets the coefficient of friction
  88371. */
  88372. /**
  88373. * Sets the coefficient of friction
  88374. */
  88375. friction: number;
  88376. /**
  88377. * Gets the coefficient of restitution
  88378. */
  88379. /**
  88380. * Sets the coefficient of restitution
  88381. */
  88382. restitution: number;
  88383. /**
  88384. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88385. */
  88386. /**
  88387. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88388. */
  88389. pressure: number;
  88390. /**
  88391. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88392. */
  88393. /**
  88394. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88395. */
  88396. stiffness: number;
  88397. /**
  88398. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88399. */
  88400. /**
  88401. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88402. */
  88403. velocityIterations: number;
  88404. /**
  88405. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88406. */
  88407. /**
  88408. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88409. */
  88410. positionIterations: number;
  88411. /**
  88412. * The unique id of the physics imposter
  88413. * set by the physics engine when adding this impostor to the array
  88414. */
  88415. uniqueId: number;
  88416. /**
  88417. * @hidden
  88418. */
  88419. soft: boolean;
  88420. /**
  88421. * @hidden
  88422. */
  88423. segments: number;
  88424. private _joints;
  88425. /**
  88426. * Initializes the physics imposter
  88427. * @param object The physics-enabled object used as the physics imposter
  88428. * @param type The type of the physics imposter
  88429. * @param _options The options for the physics imposter
  88430. * @param _scene The Babylon scene
  88431. */
  88432. constructor(
  88433. /**
  88434. * The physics-enabled object used as the physics imposter
  88435. */
  88436. object: IPhysicsEnabledObject,
  88437. /**
  88438. * The type of the physics imposter
  88439. */
  88440. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88441. /**
  88442. * This function will completly initialize this impostor.
  88443. * It will create a new body - but only if this mesh has no parent.
  88444. * If it has, this impostor will not be used other than to define the impostor
  88445. * of the child mesh.
  88446. * @hidden
  88447. */
  88448. _init(): void;
  88449. private _getPhysicsParent;
  88450. /**
  88451. * Should a new body be generated.
  88452. * @returns boolean specifying if body initialization is required
  88453. */
  88454. isBodyInitRequired(): boolean;
  88455. /**
  88456. * Sets the updated scaling
  88457. * @param updated Specifies if the scaling is updated
  88458. */
  88459. setScalingUpdated(): void;
  88460. /**
  88461. * Force a regeneration of this or the parent's impostor's body.
  88462. * Use under cautious - This will remove all joints already implemented.
  88463. */
  88464. forceUpdate(): void;
  88465. /**
  88466. * Gets the body that holds this impostor. Either its own, or its parent.
  88467. */
  88468. /**
  88469. * Set the physics body. Used mainly by the physics engine/plugin
  88470. */
  88471. physicsBody: any;
  88472. /**
  88473. * Get the parent of the physics imposter
  88474. * @returns Physics imposter or null
  88475. */
  88476. /**
  88477. * Sets the parent of the physics imposter
  88478. */
  88479. parent: Nullable<PhysicsImpostor>;
  88480. /**
  88481. * Resets the update flags
  88482. */
  88483. resetUpdateFlags(): void;
  88484. /**
  88485. * Gets the object extend size
  88486. * @returns the object extend size
  88487. */
  88488. getObjectExtendSize(): Vector3;
  88489. /**
  88490. * Gets the object center
  88491. * @returns The object center
  88492. */
  88493. getObjectCenter(): Vector3;
  88494. /**
  88495. * Get a specific parametes from the options parameter
  88496. * @param paramName The object parameter name
  88497. * @returns The object parameter
  88498. */
  88499. getParam(paramName: string): any;
  88500. /**
  88501. * Sets a specific parameter in the options given to the physics plugin
  88502. * @param paramName The parameter name
  88503. * @param value The value of the parameter
  88504. */
  88505. setParam(paramName: string, value: number): void;
  88506. /**
  88507. * Specifically change the body's mass option. Won't recreate the physics body object
  88508. * @param mass The mass of the physics imposter
  88509. */
  88510. setMass(mass: number): void;
  88511. /**
  88512. * Gets the linear velocity
  88513. * @returns linear velocity or null
  88514. */
  88515. getLinearVelocity(): Nullable<Vector3>;
  88516. /**
  88517. * Sets the linear velocity
  88518. * @param velocity linear velocity or null
  88519. */
  88520. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88521. /**
  88522. * Gets the angular velocity
  88523. * @returns angular velocity or null
  88524. */
  88525. getAngularVelocity(): Nullable<Vector3>;
  88526. /**
  88527. * Sets the angular velocity
  88528. * @param velocity The velocity or null
  88529. */
  88530. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88531. /**
  88532. * Execute a function with the physics plugin native code
  88533. * Provide a function the will have two variables - the world object and the physics body object
  88534. * @param func The function to execute with the physics plugin native code
  88535. */
  88536. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88537. /**
  88538. * Register a function that will be executed before the physics world is stepping forward
  88539. * @param func The function to execute before the physics world is stepped forward
  88540. */
  88541. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88542. /**
  88543. * Unregister a function that will be executed before the physics world is stepping forward
  88544. * @param func The function to execute before the physics world is stepped forward
  88545. */
  88546. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88547. /**
  88548. * Register a function that will be executed after the physics step
  88549. * @param func The function to execute after physics step
  88550. */
  88551. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88552. /**
  88553. * Unregisters a function that will be executed after the physics step
  88554. * @param func The function to execute after physics step
  88555. */
  88556. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88557. /**
  88558. * register a function that will be executed when this impostor collides against a different body
  88559. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88560. * @param func Callback that is executed on collision
  88561. */
  88562. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88563. /**
  88564. * Unregisters the physics imposter on contact
  88565. * @param collideAgainst The physics object to collide against
  88566. * @param func Callback to execute on collision
  88567. */
  88568. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88569. private _tmpQuat;
  88570. private _tmpQuat2;
  88571. /**
  88572. * Get the parent rotation
  88573. * @returns The parent rotation
  88574. */
  88575. getParentsRotation(): Quaternion;
  88576. /**
  88577. * this function is executed by the physics engine.
  88578. */
  88579. beforeStep: () => void;
  88580. /**
  88581. * this function is executed by the physics engine
  88582. */
  88583. afterStep: () => void;
  88584. /**
  88585. * Legacy collision detection event support
  88586. */
  88587. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88588. /**
  88589. * event and body object due to cannon's event-based architecture.
  88590. */
  88591. onCollide: (e: {
  88592. body: any;
  88593. }) => void;
  88594. /**
  88595. * Apply a force
  88596. * @param force The force to apply
  88597. * @param contactPoint The contact point for the force
  88598. * @returns The physics imposter
  88599. */
  88600. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88601. /**
  88602. * Apply an impulse
  88603. * @param force The impulse force
  88604. * @param contactPoint The contact point for the impulse force
  88605. * @returns The physics imposter
  88606. */
  88607. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88608. /**
  88609. * A help function to create a joint
  88610. * @param otherImpostor A physics imposter used to create a joint
  88611. * @param jointType The type of joint
  88612. * @param jointData The data for the joint
  88613. * @returns The physics imposter
  88614. */
  88615. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88616. /**
  88617. * Add a joint to this impostor with a different impostor
  88618. * @param otherImpostor A physics imposter used to add a joint
  88619. * @param joint The joint to add
  88620. * @returns The physics imposter
  88621. */
  88622. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88623. /**
  88624. * Add an anchor to a cloth impostor
  88625. * @param otherImpostor rigid impostor to anchor to
  88626. * @param width ratio across width from 0 to 1
  88627. * @param height ratio up height from 0 to 1
  88628. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88629. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88630. * @returns impostor the soft imposter
  88631. */
  88632. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88633. /**
  88634. * Add a hook to a rope impostor
  88635. * @param otherImpostor rigid impostor to anchor to
  88636. * @param length ratio across rope from 0 to 1
  88637. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88638. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88639. * @returns impostor the rope imposter
  88640. */
  88641. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88642. /**
  88643. * Will keep this body still, in a sleep mode.
  88644. * @returns the physics imposter
  88645. */
  88646. sleep(): PhysicsImpostor;
  88647. /**
  88648. * Wake the body up.
  88649. * @returns The physics imposter
  88650. */
  88651. wakeUp(): PhysicsImpostor;
  88652. /**
  88653. * Clones the physics imposter
  88654. * @param newObject The physics imposter clones to this physics-enabled object
  88655. * @returns A nullable physics imposter
  88656. */
  88657. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88658. /**
  88659. * Disposes the physics imposter
  88660. */
  88661. dispose(): void;
  88662. /**
  88663. * Sets the delta position
  88664. * @param position The delta position amount
  88665. */
  88666. setDeltaPosition(position: Vector3): void;
  88667. /**
  88668. * Sets the delta rotation
  88669. * @param rotation The delta rotation amount
  88670. */
  88671. setDeltaRotation(rotation: Quaternion): void;
  88672. /**
  88673. * Gets the box size of the physics imposter and stores the result in the input parameter
  88674. * @param result Stores the box size
  88675. * @returns The physics imposter
  88676. */
  88677. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88678. /**
  88679. * Gets the radius of the physics imposter
  88680. * @returns Radius of the physics imposter
  88681. */
  88682. getRadius(): number;
  88683. /**
  88684. * Sync a bone with this impostor
  88685. * @param bone The bone to sync to the impostor.
  88686. * @param boneMesh The mesh that the bone is influencing.
  88687. * @param jointPivot The pivot of the joint / bone in local space.
  88688. * @param distToJoint Optional distance from the impostor to the joint.
  88689. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88690. */
  88691. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88692. /**
  88693. * Sync impostor to a bone
  88694. * @param bone The bone that the impostor will be synced to.
  88695. * @param boneMesh The mesh that the bone is influencing.
  88696. * @param jointPivot The pivot of the joint / bone in local space.
  88697. * @param distToJoint Optional distance from the impostor to the joint.
  88698. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88699. * @param boneAxis Optional vector3 axis the bone is aligned with
  88700. */
  88701. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88702. /**
  88703. * No-Imposter type
  88704. */
  88705. static NoImpostor: number;
  88706. /**
  88707. * Sphere-Imposter type
  88708. */
  88709. static SphereImpostor: number;
  88710. /**
  88711. * Box-Imposter type
  88712. */
  88713. static BoxImpostor: number;
  88714. /**
  88715. * Plane-Imposter type
  88716. */
  88717. static PlaneImpostor: number;
  88718. /**
  88719. * Mesh-imposter type
  88720. */
  88721. static MeshImpostor: number;
  88722. /**
  88723. * Capsule-Impostor type (Ammo.js plugin only)
  88724. */
  88725. static CapsuleImpostor: number;
  88726. /**
  88727. * Cylinder-Imposter type
  88728. */
  88729. static CylinderImpostor: number;
  88730. /**
  88731. * Particle-Imposter type
  88732. */
  88733. static ParticleImpostor: number;
  88734. /**
  88735. * Heightmap-Imposter type
  88736. */
  88737. static HeightmapImpostor: number;
  88738. /**
  88739. * ConvexHull-Impostor type (Ammo.js plugin only)
  88740. */
  88741. static ConvexHullImpostor: number;
  88742. /**
  88743. * Rope-Imposter type
  88744. */
  88745. static RopeImpostor: number;
  88746. /**
  88747. * Cloth-Imposter type
  88748. */
  88749. static ClothImpostor: number;
  88750. /**
  88751. * Softbody-Imposter type
  88752. */
  88753. static SoftbodyImpostor: number;
  88754. }
  88755. }
  88756. declare module BABYLON {
  88757. /**
  88758. * @hidden
  88759. **/
  88760. export class _CreationDataStorage {
  88761. closePath?: boolean;
  88762. closeArray?: boolean;
  88763. idx: number[];
  88764. dashSize: number;
  88765. gapSize: number;
  88766. path3D: Path3D;
  88767. pathArray: Vector3[][];
  88768. arc: number;
  88769. radius: number;
  88770. cap: number;
  88771. tessellation: number;
  88772. }
  88773. /**
  88774. * @hidden
  88775. **/
  88776. class _InstanceDataStorage {
  88777. visibleInstances: any;
  88778. batchCache: _InstancesBatch;
  88779. instancesBufferSize: number;
  88780. instancesBuffer: Nullable<Buffer>;
  88781. instancesData: Float32Array;
  88782. overridenInstanceCount: number;
  88783. isFrozen: boolean;
  88784. previousBatch: Nullable<_InstancesBatch>;
  88785. hardwareInstancedRendering: boolean;
  88786. sideOrientation: number;
  88787. }
  88788. /**
  88789. * @hidden
  88790. **/
  88791. export class _InstancesBatch {
  88792. mustReturn: boolean;
  88793. visibleInstances: Nullable<InstancedMesh[]>[];
  88794. renderSelf: boolean[];
  88795. hardwareInstancedRendering: boolean[];
  88796. }
  88797. /**
  88798. * Class used to represent renderable models
  88799. */
  88800. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88801. /**
  88802. * Mesh side orientation : usually the external or front surface
  88803. */
  88804. static readonly FRONTSIDE: number;
  88805. /**
  88806. * Mesh side orientation : usually the internal or back surface
  88807. */
  88808. static readonly BACKSIDE: number;
  88809. /**
  88810. * Mesh side orientation : both internal and external or front and back surfaces
  88811. */
  88812. static readonly DOUBLESIDE: number;
  88813. /**
  88814. * Mesh side orientation : by default, `FRONTSIDE`
  88815. */
  88816. static readonly DEFAULTSIDE: number;
  88817. /**
  88818. * Mesh cap setting : no cap
  88819. */
  88820. static readonly NO_CAP: number;
  88821. /**
  88822. * Mesh cap setting : one cap at the beginning of the mesh
  88823. */
  88824. static readonly CAP_START: number;
  88825. /**
  88826. * Mesh cap setting : one cap at the end of the mesh
  88827. */
  88828. static readonly CAP_END: number;
  88829. /**
  88830. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88831. */
  88832. static readonly CAP_ALL: number;
  88833. /**
  88834. * Mesh pattern setting : no flip or rotate
  88835. */
  88836. static readonly NO_FLIP: number;
  88837. /**
  88838. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88839. */
  88840. static readonly FLIP_TILE: number;
  88841. /**
  88842. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88843. */
  88844. static readonly ROTATE_TILE: number;
  88845. /**
  88846. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88847. */
  88848. static readonly FLIP_ROW: number;
  88849. /**
  88850. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88851. */
  88852. static readonly ROTATE_ROW: number;
  88853. /**
  88854. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88855. */
  88856. static readonly FLIP_N_ROTATE_TILE: number;
  88857. /**
  88858. * Mesh pattern setting : rotate pattern and rotate
  88859. */
  88860. static readonly FLIP_N_ROTATE_ROW: number;
  88861. /**
  88862. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88863. */
  88864. static readonly CENTER: number;
  88865. /**
  88866. * Mesh tile positioning : part tiles on left
  88867. */
  88868. static readonly LEFT: number;
  88869. /**
  88870. * Mesh tile positioning : part tiles on right
  88871. */
  88872. static readonly RIGHT: number;
  88873. /**
  88874. * Mesh tile positioning : part tiles on top
  88875. */
  88876. static readonly TOP: number;
  88877. /**
  88878. * Mesh tile positioning : part tiles on bottom
  88879. */
  88880. static readonly BOTTOM: number;
  88881. /**
  88882. * Gets the default side orientation.
  88883. * @param orientation the orientation to value to attempt to get
  88884. * @returns the default orientation
  88885. * @hidden
  88886. */
  88887. static _GetDefaultSideOrientation(orientation?: number): number;
  88888. private _internalMeshDataInfo;
  88889. /**
  88890. * An event triggered before rendering the mesh
  88891. */
  88892. readonly onBeforeRenderObservable: Observable<Mesh>;
  88893. /**
  88894. * An event triggered before binding the mesh
  88895. */
  88896. readonly onBeforeBindObservable: Observable<Mesh>;
  88897. /**
  88898. * An event triggered after rendering the mesh
  88899. */
  88900. readonly onAfterRenderObservable: Observable<Mesh>;
  88901. /**
  88902. * An event triggered before drawing the mesh
  88903. */
  88904. readonly onBeforeDrawObservable: Observable<Mesh>;
  88905. private _onBeforeDrawObserver;
  88906. /**
  88907. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88908. */
  88909. onBeforeDraw: () => void;
  88910. readonly hasInstances: boolean;
  88911. /**
  88912. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88913. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88914. */
  88915. delayLoadState: number;
  88916. /**
  88917. * Gets the list of instances created from this mesh
  88918. * it is not supposed to be modified manually.
  88919. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88920. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88921. */
  88922. instances: InstancedMesh[];
  88923. /**
  88924. * Gets the file containing delay loading data for this mesh
  88925. */
  88926. delayLoadingFile: string;
  88927. /** @hidden */
  88928. _binaryInfo: any;
  88929. /**
  88930. * User defined function used to change how LOD level selection is done
  88931. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88932. */
  88933. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88934. /**
  88935. * Gets or sets the morph target manager
  88936. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88937. */
  88938. morphTargetManager: Nullable<MorphTargetManager>;
  88939. /** @hidden */
  88940. _creationDataStorage: Nullable<_CreationDataStorage>;
  88941. /** @hidden */
  88942. _geometry: Nullable<Geometry>;
  88943. /** @hidden */
  88944. _delayInfo: Array<string>;
  88945. /** @hidden */
  88946. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88947. /** @hidden */
  88948. _instanceDataStorage: _InstanceDataStorage;
  88949. private _effectiveMaterial;
  88950. /** @hidden */
  88951. _shouldGenerateFlatShading: boolean;
  88952. /** @hidden */
  88953. _originalBuilderSideOrientation: number;
  88954. /**
  88955. * Use this property to change the original side orientation defined at construction time
  88956. */
  88957. overrideMaterialSideOrientation: Nullable<number>;
  88958. /**
  88959. * Gets the source mesh (the one used to clone this one from)
  88960. */
  88961. readonly source: Nullable<Mesh>;
  88962. /**
  88963. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88964. */
  88965. isUnIndexed: boolean;
  88966. /**
  88967. * @constructor
  88968. * @param name The value used by scene.getMeshByName() to do a lookup.
  88969. * @param scene The scene to add this mesh to.
  88970. * @param parent The parent of this mesh, if it has one
  88971. * @param source An optional Mesh from which geometry is shared, cloned.
  88972. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88973. * When false, achieved by calling a clone(), also passing False.
  88974. * This will make creation of children, recursive.
  88975. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88976. */
  88977. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88978. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88979. /**
  88980. * Gets the class name
  88981. * @returns the string "Mesh".
  88982. */
  88983. getClassName(): string;
  88984. /** @hidden */
  88985. readonly _isMesh: boolean;
  88986. /**
  88987. * Returns a description of this mesh
  88988. * @param fullDetails define if full details about this mesh must be used
  88989. * @returns a descriptive string representing this mesh
  88990. */
  88991. toString(fullDetails?: boolean): string;
  88992. /** @hidden */
  88993. _unBindEffect(): void;
  88994. /**
  88995. * Gets a boolean indicating if this mesh has LOD
  88996. */
  88997. readonly hasLODLevels: boolean;
  88998. /**
  88999. * Gets the list of MeshLODLevel associated with the current mesh
  89000. * @returns an array of MeshLODLevel
  89001. */
  89002. getLODLevels(): MeshLODLevel[];
  89003. private _sortLODLevels;
  89004. /**
  89005. * Add a mesh as LOD level triggered at the given distance.
  89006. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89007. * @param distance The distance from the center of the object to show this level
  89008. * @param mesh The mesh to be added as LOD level (can be null)
  89009. * @return This mesh (for chaining)
  89010. */
  89011. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89012. /**
  89013. * Returns the LOD level mesh at the passed distance or null if not found.
  89014. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89015. * @param distance The distance from the center of the object to show this level
  89016. * @returns a Mesh or `null`
  89017. */
  89018. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89019. /**
  89020. * Remove a mesh from the LOD array
  89021. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89022. * @param mesh defines the mesh to be removed
  89023. * @return This mesh (for chaining)
  89024. */
  89025. removeLODLevel(mesh: Mesh): Mesh;
  89026. /**
  89027. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89028. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89029. * @param camera defines the camera to use to compute distance
  89030. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89031. * @return This mesh (for chaining)
  89032. */
  89033. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89034. /**
  89035. * Gets the mesh internal Geometry object
  89036. */
  89037. readonly geometry: Nullable<Geometry>;
  89038. /**
  89039. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89040. * @returns the total number of vertices
  89041. */
  89042. getTotalVertices(): number;
  89043. /**
  89044. * Returns the content of an associated vertex buffer
  89045. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89046. * - VertexBuffer.PositionKind
  89047. * - VertexBuffer.UVKind
  89048. * - VertexBuffer.UV2Kind
  89049. * - VertexBuffer.UV3Kind
  89050. * - VertexBuffer.UV4Kind
  89051. * - VertexBuffer.UV5Kind
  89052. * - VertexBuffer.UV6Kind
  89053. * - VertexBuffer.ColorKind
  89054. * - VertexBuffer.MatricesIndicesKind
  89055. * - VertexBuffer.MatricesIndicesExtraKind
  89056. * - VertexBuffer.MatricesWeightsKind
  89057. * - VertexBuffer.MatricesWeightsExtraKind
  89058. * @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
  89059. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89060. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89061. */
  89062. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89063. /**
  89064. * Returns the mesh VertexBuffer object from the requested `kind`
  89065. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89066. * - VertexBuffer.PositionKind
  89067. * - VertexBuffer.NormalKind
  89068. * - VertexBuffer.UVKind
  89069. * - VertexBuffer.UV2Kind
  89070. * - VertexBuffer.UV3Kind
  89071. * - VertexBuffer.UV4Kind
  89072. * - VertexBuffer.UV5Kind
  89073. * - VertexBuffer.UV6Kind
  89074. * - VertexBuffer.ColorKind
  89075. * - VertexBuffer.MatricesIndicesKind
  89076. * - VertexBuffer.MatricesIndicesExtraKind
  89077. * - VertexBuffer.MatricesWeightsKind
  89078. * - VertexBuffer.MatricesWeightsExtraKind
  89079. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89080. */
  89081. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89082. /**
  89083. * Tests if a specific vertex buffer is associated with this mesh
  89084. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89085. * - VertexBuffer.PositionKind
  89086. * - VertexBuffer.NormalKind
  89087. * - VertexBuffer.UVKind
  89088. * - VertexBuffer.UV2Kind
  89089. * - VertexBuffer.UV3Kind
  89090. * - VertexBuffer.UV4Kind
  89091. * - VertexBuffer.UV5Kind
  89092. * - VertexBuffer.UV6Kind
  89093. * - VertexBuffer.ColorKind
  89094. * - VertexBuffer.MatricesIndicesKind
  89095. * - VertexBuffer.MatricesIndicesExtraKind
  89096. * - VertexBuffer.MatricesWeightsKind
  89097. * - VertexBuffer.MatricesWeightsExtraKind
  89098. * @returns a boolean
  89099. */
  89100. isVerticesDataPresent(kind: string): boolean;
  89101. /**
  89102. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89103. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89104. * - VertexBuffer.PositionKind
  89105. * - VertexBuffer.UVKind
  89106. * - VertexBuffer.UV2Kind
  89107. * - VertexBuffer.UV3Kind
  89108. * - VertexBuffer.UV4Kind
  89109. * - VertexBuffer.UV5Kind
  89110. * - VertexBuffer.UV6Kind
  89111. * - VertexBuffer.ColorKind
  89112. * - VertexBuffer.MatricesIndicesKind
  89113. * - VertexBuffer.MatricesIndicesExtraKind
  89114. * - VertexBuffer.MatricesWeightsKind
  89115. * - VertexBuffer.MatricesWeightsExtraKind
  89116. * @returns a boolean
  89117. */
  89118. isVertexBufferUpdatable(kind: string): boolean;
  89119. /**
  89120. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89121. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89122. * - VertexBuffer.PositionKind
  89123. * - VertexBuffer.NormalKind
  89124. * - VertexBuffer.UVKind
  89125. * - VertexBuffer.UV2Kind
  89126. * - VertexBuffer.UV3Kind
  89127. * - VertexBuffer.UV4Kind
  89128. * - VertexBuffer.UV5Kind
  89129. * - VertexBuffer.UV6Kind
  89130. * - VertexBuffer.ColorKind
  89131. * - VertexBuffer.MatricesIndicesKind
  89132. * - VertexBuffer.MatricesIndicesExtraKind
  89133. * - VertexBuffer.MatricesWeightsKind
  89134. * - VertexBuffer.MatricesWeightsExtraKind
  89135. * @returns an array of strings
  89136. */
  89137. getVerticesDataKinds(): string[];
  89138. /**
  89139. * Returns a positive integer : the total number of indices in this mesh geometry.
  89140. * @returns the numner of indices or zero if the mesh has no geometry.
  89141. */
  89142. getTotalIndices(): number;
  89143. /**
  89144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89145. * @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.
  89146. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89147. * @returns the indices array or an empty array if the mesh has no geometry
  89148. */
  89149. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89150. readonly isBlocked: boolean;
  89151. /**
  89152. * Determine if the current mesh is ready to be rendered
  89153. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89154. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89155. * @returns true if all associated assets are ready (material, textures, shaders)
  89156. */
  89157. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89158. /**
  89159. * 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.
  89160. */
  89161. readonly areNormalsFrozen: boolean;
  89162. /**
  89163. * 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.
  89164. * @returns the current mesh
  89165. */
  89166. freezeNormals(): Mesh;
  89167. /**
  89168. * 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
  89169. * @returns the current mesh
  89170. */
  89171. unfreezeNormals(): Mesh;
  89172. /**
  89173. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89174. */
  89175. overridenInstanceCount: number;
  89176. /** @hidden */
  89177. _preActivate(): Mesh;
  89178. /** @hidden */
  89179. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89180. /** @hidden */
  89181. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89182. /**
  89183. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89184. * This means the mesh underlying bounding box and sphere are recomputed.
  89185. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89186. * @returns the current mesh
  89187. */
  89188. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89189. /** @hidden */
  89190. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89191. /**
  89192. * This function will subdivide the mesh into multiple submeshes
  89193. * @param count defines the expected number of submeshes
  89194. */
  89195. subdivide(count: number): void;
  89196. /**
  89197. * Copy a FloatArray into a specific associated vertex buffer
  89198. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89199. * - VertexBuffer.PositionKind
  89200. * - VertexBuffer.UVKind
  89201. * - VertexBuffer.UV2Kind
  89202. * - VertexBuffer.UV3Kind
  89203. * - VertexBuffer.UV4Kind
  89204. * - VertexBuffer.UV5Kind
  89205. * - VertexBuffer.UV6Kind
  89206. * - VertexBuffer.ColorKind
  89207. * - VertexBuffer.MatricesIndicesKind
  89208. * - VertexBuffer.MatricesIndicesExtraKind
  89209. * - VertexBuffer.MatricesWeightsKind
  89210. * - VertexBuffer.MatricesWeightsExtraKind
  89211. * @param data defines the data source
  89212. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89213. * @param stride defines the data stride size (can be null)
  89214. * @returns the current mesh
  89215. */
  89216. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89217. /**
  89218. * Flags an associated vertex buffer as updatable
  89219. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89220. * - VertexBuffer.PositionKind
  89221. * - VertexBuffer.UVKind
  89222. * - VertexBuffer.UV2Kind
  89223. * - VertexBuffer.UV3Kind
  89224. * - VertexBuffer.UV4Kind
  89225. * - VertexBuffer.UV5Kind
  89226. * - VertexBuffer.UV6Kind
  89227. * - VertexBuffer.ColorKind
  89228. * - VertexBuffer.MatricesIndicesKind
  89229. * - VertexBuffer.MatricesIndicesExtraKind
  89230. * - VertexBuffer.MatricesWeightsKind
  89231. * - VertexBuffer.MatricesWeightsExtraKind
  89232. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89233. */
  89234. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89235. /**
  89236. * Sets the mesh global Vertex Buffer
  89237. * @param buffer defines the buffer to use
  89238. * @returns the current mesh
  89239. */
  89240. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89241. /**
  89242. * Update a specific associated vertex buffer
  89243. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89244. * - VertexBuffer.PositionKind
  89245. * - VertexBuffer.UVKind
  89246. * - VertexBuffer.UV2Kind
  89247. * - VertexBuffer.UV3Kind
  89248. * - VertexBuffer.UV4Kind
  89249. * - VertexBuffer.UV5Kind
  89250. * - VertexBuffer.UV6Kind
  89251. * - VertexBuffer.ColorKind
  89252. * - VertexBuffer.MatricesIndicesKind
  89253. * - VertexBuffer.MatricesIndicesExtraKind
  89254. * - VertexBuffer.MatricesWeightsKind
  89255. * - VertexBuffer.MatricesWeightsExtraKind
  89256. * @param data defines the data source
  89257. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89258. * @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)
  89259. * @returns the current mesh
  89260. */
  89261. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89262. /**
  89263. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89264. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89265. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89266. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89267. * @returns the current mesh
  89268. */
  89269. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89270. /**
  89271. * Creates a un-shared specific occurence of the geometry for the mesh.
  89272. * @returns the current mesh
  89273. */
  89274. makeGeometryUnique(): Mesh;
  89275. /**
  89276. * Set the index buffer of this mesh
  89277. * @param indices defines the source data
  89278. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89279. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89280. * @returns the current mesh
  89281. */
  89282. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89283. /**
  89284. * Update the current index buffer
  89285. * @param indices defines the source data
  89286. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89287. * @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)
  89288. * @returns the current mesh
  89289. */
  89290. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89291. /**
  89292. * Invert the geometry to move from a right handed system to a left handed one.
  89293. * @returns the current mesh
  89294. */
  89295. toLeftHanded(): Mesh;
  89296. /** @hidden */
  89297. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89298. /** @hidden */
  89299. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89300. /**
  89301. * Registers for this mesh a javascript function called just before the rendering process
  89302. * @param func defines the function to call before rendering this mesh
  89303. * @returns the current mesh
  89304. */
  89305. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89306. /**
  89307. * Disposes a previously registered javascript function called before the rendering
  89308. * @param func defines the function to remove
  89309. * @returns the current mesh
  89310. */
  89311. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89312. /**
  89313. * Registers for this mesh a javascript function called just after the rendering is complete
  89314. * @param func defines the function to call after rendering this mesh
  89315. * @returns the current mesh
  89316. */
  89317. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89318. /**
  89319. * Disposes a previously registered javascript function called after the rendering.
  89320. * @param func defines the function to remove
  89321. * @returns the current mesh
  89322. */
  89323. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89324. /** @hidden */
  89325. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89326. /** @hidden */
  89327. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89328. /** @hidden */
  89329. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89330. /** @hidden */
  89331. _rebuild(): void;
  89332. /** @hidden */
  89333. _freeze(): void;
  89334. /** @hidden */
  89335. _unFreeze(): void;
  89336. /**
  89337. * 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
  89338. * @param subMesh defines the subMesh to render
  89339. * @param enableAlphaMode defines if alpha mode can be changed
  89340. * @returns the current mesh
  89341. */
  89342. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89343. private _onBeforeDraw;
  89344. /**
  89345. * Renormalize the mesh and patch it up if there are no weights
  89346. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89347. * However in the case of zero weights then we set just a single influence to 1.
  89348. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89349. */
  89350. cleanMatrixWeights(): void;
  89351. private normalizeSkinFourWeights;
  89352. private normalizeSkinWeightsAndExtra;
  89353. /**
  89354. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89355. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89356. * the user know there was an issue with importing the mesh
  89357. * @returns a validation object with skinned, valid and report string
  89358. */
  89359. validateSkinning(): {
  89360. skinned: boolean;
  89361. valid: boolean;
  89362. report: string;
  89363. };
  89364. /** @hidden */
  89365. _checkDelayState(): Mesh;
  89366. private _queueLoad;
  89367. /**
  89368. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89369. * A mesh is in the frustum if its bounding box intersects the frustum
  89370. * @param frustumPlanes defines the frustum to test
  89371. * @returns true if the mesh is in the frustum planes
  89372. */
  89373. isInFrustum(frustumPlanes: Plane[]): boolean;
  89374. /**
  89375. * Sets the mesh material by the material or multiMaterial `id` property
  89376. * @param id is a string identifying the material or the multiMaterial
  89377. * @returns the current mesh
  89378. */
  89379. setMaterialByID(id: string): Mesh;
  89380. /**
  89381. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89382. * @returns an array of IAnimatable
  89383. */
  89384. getAnimatables(): IAnimatable[];
  89385. /**
  89386. * Modifies the mesh geometry according to the passed transformation matrix.
  89387. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89388. * The mesh normals are modified using the same transformation.
  89389. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89390. * @param transform defines the transform matrix to use
  89391. * @see http://doc.babylonjs.com/resources/baking_transformations
  89392. * @returns the current mesh
  89393. */
  89394. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89395. /**
  89396. * Modifies the mesh geometry according to its own current World Matrix.
  89397. * The mesh World Matrix is then reset.
  89398. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89399. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89400. * @see http://doc.babylonjs.com/resources/baking_transformations
  89401. * @returns the current mesh
  89402. */
  89403. bakeCurrentTransformIntoVertices(): Mesh;
  89404. /** @hidden */
  89405. readonly _positions: Nullable<Vector3[]>;
  89406. /** @hidden */
  89407. _resetPointsArrayCache(): Mesh;
  89408. /** @hidden */
  89409. _generatePointsArray(): boolean;
  89410. /**
  89411. * Returns a new Mesh object generated from the current mesh properties.
  89412. * This method must not get confused with createInstance()
  89413. * @param name is a string, the name given to the new mesh
  89414. * @param newParent can be any Node object (default `null`)
  89415. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89416. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89417. * @returns a new mesh
  89418. */
  89419. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89420. /**
  89421. * Releases resources associated with this mesh.
  89422. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89423. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89424. */
  89425. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89426. /**
  89427. * Modifies the mesh geometry according to a displacement map.
  89428. * 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.
  89429. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89430. * @param url is a string, the URL from the image file is to be downloaded.
  89431. * @param minHeight is the lower limit of the displacement.
  89432. * @param maxHeight is the upper limit of the displacement.
  89433. * @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.
  89434. * @param uvOffset is an optional vector2 used to offset UV.
  89435. * @param uvScale is an optional vector2 used to scale UV.
  89436. * @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.
  89437. * @returns the Mesh.
  89438. */
  89439. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89440. /**
  89441. * Modifies the mesh geometry according to a displacementMap buffer.
  89442. * 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.
  89443. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89444. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89445. * @param heightMapWidth is the width of the buffer image.
  89446. * @param heightMapHeight is the height of the buffer image.
  89447. * @param minHeight is the lower limit of the displacement.
  89448. * @param maxHeight is the upper limit of the displacement.
  89449. * @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.
  89450. * @param uvOffset is an optional vector2 used to offset UV.
  89451. * @param uvScale is an optional vector2 used to scale UV.
  89452. * @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.
  89453. * @returns the Mesh.
  89454. */
  89455. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89456. /**
  89457. * Modify the mesh to get a flat shading rendering.
  89458. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89459. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89460. * @returns current mesh
  89461. */
  89462. convertToFlatShadedMesh(): Mesh;
  89463. /**
  89464. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89465. * In other words, more vertices, no more indices and a single bigger VBO.
  89466. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89467. * @returns current mesh
  89468. */
  89469. convertToUnIndexedMesh(): Mesh;
  89470. /**
  89471. * Inverses facet orientations.
  89472. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89473. * @param flipNormals will also inverts the normals
  89474. * @returns current mesh
  89475. */
  89476. flipFaces(flipNormals?: boolean): Mesh;
  89477. /**
  89478. * Increase the number of facets and hence vertices in a mesh
  89479. * Vertex normals are interpolated from existing vertex normals
  89480. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89481. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89482. */
  89483. increaseVertices(numberPerEdge: number): void;
  89484. /**
  89485. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89486. * This will undo any application of covertToFlatShadedMesh
  89487. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89488. */
  89489. forceSharedVertices(): void;
  89490. /** @hidden */
  89491. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89492. /** @hidden */
  89493. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89494. /**
  89495. * Creates a new InstancedMesh object from the mesh model.
  89496. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89497. * @param name defines the name of the new instance
  89498. * @returns a new InstancedMesh
  89499. */
  89500. createInstance(name: string): InstancedMesh;
  89501. /**
  89502. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89503. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89504. * @returns the current mesh
  89505. */
  89506. synchronizeInstances(): Mesh;
  89507. /**
  89508. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89509. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89510. * This should be used together with the simplification to avoid disappearing triangles.
  89511. * @param successCallback an optional success callback to be called after the optimization finished.
  89512. * @returns the current mesh
  89513. */
  89514. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89515. /**
  89516. * Serialize current mesh
  89517. * @param serializationObject defines the object which will receive the serialization data
  89518. */
  89519. serialize(serializationObject: any): void;
  89520. /** @hidden */
  89521. _syncGeometryWithMorphTargetManager(): void;
  89522. /** @hidden */
  89523. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89524. /**
  89525. * Returns a new Mesh object parsed from the source provided.
  89526. * @param parsedMesh is the source
  89527. * @param scene defines the hosting scene
  89528. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89529. * @returns a new Mesh
  89530. */
  89531. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89532. /**
  89533. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89534. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89535. * @param name defines the name of the mesh to create
  89536. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89537. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89538. * @param closePath creates a seam between the first and the last points of each path of the path array
  89539. * @param offset is taken in account only if the `pathArray` is containing a single path
  89540. * @param scene defines the hosting scene
  89541. * @param updatable defines if the mesh must be flagged as updatable
  89542. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89543. * @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)
  89544. * @returns a new Mesh
  89545. */
  89546. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89547. /**
  89548. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89549. * @param name defines the name of the mesh to create
  89550. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89551. * @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
  89552. * @param scene defines the hosting scene
  89553. * @param updatable defines if the mesh must be flagged as updatable
  89554. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89555. * @returns a new Mesh
  89556. */
  89557. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89558. /**
  89559. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89560. * @param name defines the name of the mesh to create
  89561. * @param size sets the size (float) of each box side (default 1)
  89562. * @param scene defines the hosting scene
  89563. * @param updatable defines if the mesh must be flagged as updatable
  89564. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89565. * @returns a new Mesh
  89566. */
  89567. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89568. /**
  89569. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89570. * @param name defines the name of the mesh to create
  89571. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89572. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89573. * @param scene defines the hosting scene
  89574. * @param updatable defines if the mesh must be flagged as updatable
  89575. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89576. * @returns a new Mesh
  89577. */
  89578. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89579. /**
  89580. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89581. * @param name defines the name of the mesh to create
  89582. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89583. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89584. * @param scene defines the hosting scene
  89585. * @returns a new Mesh
  89586. */
  89587. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89588. /**
  89589. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89590. * @param name defines the name of the mesh to create
  89591. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89592. * @param diameterTop set the top cap diameter (floats, default 1)
  89593. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89594. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89595. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89596. * @param scene defines the hosting scene
  89597. * @param updatable defines if the mesh must be flagged as updatable
  89598. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89599. * @returns a new Mesh
  89600. */
  89601. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89602. /**
  89603. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89604. * @param name defines the name of the mesh to create
  89605. * @param diameter sets the diameter size (float) of the torus (default 1)
  89606. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89607. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89608. * @param scene defines the hosting scene
  89609. * @param updatable defines if the mesh must be flagged as updatable
  89610. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89611. * @returns a new Mesh
  89612. */
  89613. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89614. /**
  89615. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89616. * @param name defines the name of the mesh to create
  89617. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89618. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89619. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89620. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89621. * @param p the number of windings on X axis (positive integers, default 2)
  89622. * @param q the number of windings on Y axis (positive integers, default 3)
  89623. * @param scene defines the hosting scene
  89624. * @param updatable defines if the mesh must be flagged as updatable
  89625. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89626. * @returns a new Mesh
  89627. */
  89628. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89629. /**
  89630. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89631. * @param name defines the name of the mesh to create
  89632. * @param points is an array successive Vector3
  89633. * @param scene defines the hosting scene
  89634. * @param updatable defines if the mesh must be flagged as updatable
  89635. * @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).
  89636. * @returns a new Mesh
  89637. */
  89638. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89639. /**
  89640. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89641. * @param name defines the name of the mesh to create
  89642. * @param points is an array successive Vector3
  89643. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89644. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89645. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89646. * @param scene defines the hosting scene
  89647. * @param updatable defines if the mesh must be flagged as updatable
  89648. * @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)
  89649. * @returns a new Mesh
  89650. */
  89651. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89652. /**
  89653. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89654. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89655. * 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.
  89656. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89657. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89658. * Remember you can only change the shape positions, not their number when updating a polygon.
  89659. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89660. * @param name defines the name of the mesh to create
  89661. * @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
  89662. * @param scene defines the hosting scene
  89663. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89664. * @param updatable defines if the mesh must be flagged as updatable
  89665. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89666. * @param earcutInjection can be used to inject your own earcut reference
  89667. * @returns a new Mesh
  89668. */
  89669. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89670. /**
  89671. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89672. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89673. * @param name defines the name of the mesh to create
  89674. * @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
  89675. * @param depth defines the height of extrusion
  89676. * @param scene defines the hosting scene
  89677. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89678. * @param updatable defines if the mesh must be flagged as updatable
  89679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89680. * @param earcutInjection can be used to inject your own earcut reference
  89681. * @returns a new Mesh
  89682. */
  89683. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89684. /**
  89685. * Creates an extruded shape mesh.
  89686. * 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
  89687. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89688. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89689. * @param name defines the name of the mesh to create
  89690. * @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
  89691. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89692. * @param scale is the value to scale the shape
  89693. * @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
  89694. * @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
  89695. * @param scene defines the hosting scene
  89696. * @param updatable defines if the mesh must be flagged as updatable
  89697. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89698. * @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)
  89699. * @returns a new Mesh
  89700. */
  89701. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89702. /**
  89703. * Creates an custom extruded shape mesh.
  89704. * The custom extrusion is a parametric shape.
  89705. * It has no predefined shape. Its final shape will depend on the input parameters.
  89706. * Please consider using the same method from the MeshBuilder class instead
  89707. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89708. * @param name defines the name of the mesh to create
  89709. * @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
  89710. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89711. * @param scaleFunction is a custom Javascript function called on each path point
  89712. * @param rotationFunction is a custom Javascript function called on each path point
  89713. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89714. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89715. * @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
  89716. * @param scene defines the hosting scene
  89717. * @param updatable defines if the mesh must be flagged as updatable
  89718. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89719. * @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)
  89720. * @returns a new Mesh
  89721. */
  89722. 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;
  89723. /**
  89724. * Creates lathe mesh.
  89725. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89726. * Please consider using the same method from the MeshBuilder class instead
  89727. * @param name defines the name of the mesh to create
  89728. * @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
  89729. * @param radius is the radius value of the lathe
  89730. * @param tessellation is the side number of the lathe.
  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. * @returns a new Mesh
  89735. */
  89736. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89737. /**
  89738. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89739. * @param name defines the name of the mesh to create
  89740. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89741. * @param scene defines the hosting scene
  89742. * @param updatable defines if the mesh must be flagged as updatable
  89743. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89744. * @returns a new Mesh
  89745. */
  89746. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89747. /**
  89748. * Creates a ground mesh.
  89749. * Please consider using the same method from the MeshBuilder class instead
  89750. * @param name defines the name of the mesh to create
  89751. * @param width set the width of the ground
  89752. * @param height set the height of the ground
  89753. * @param subdivisions sets the number of subdivisions per side
  89754. * @param scene defines the hosting scene
  89755. * @param updatable defines if the mesh must be flagged as updatable
  89756. * @returns a new Mesh
  89757. */
  89758. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89759. /**
  89760. * Creates a tiled ground mesh.
  89761. * Please consider using the same method from the MeshBuilder class instead
  89762. * @param name defines the name of the mesh to create
  89763. * @param xmin set the ground minimum X coordinate
  89764. * @param zmin set the ground minimum Y coordinate
  89765. * @param xmax set the ground maximum X coordinate
  89766. * @param zmax set the ground maximum Z coordinate
  89767. * @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
  89768. * @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
  89769. * @param scene defines the hosting scene
  89770. * @param updatable defines if the mesh must be flagged as updatable
  89771. * @returns a new Mesh
  89772. */
  89773. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89774. w: number;
  89775. h: number;
  89776. }, precision: {
  89777. w: number;
  89778. h: number;
  89779. }, scene: Scene, updatable?: boolean): Mesh;
  89780. /**
  89781. * Creates a ground mesh from a height map.
  89782. * Please consider using the same method from the MeshBuilder class instead
  89783. * @see http://doc.babylonjs.com/babylon101/height_map
  89784. * @param name defines the name of the mesh to create
  89785. * @param url sets the URL of the height map image resource
  89786. * @param width set the ground width size
  89787. * @param height set the ground height size
  89788. * @param subdivisions sets the number of subdivision per side
  89789. * @param minHeight is the minimum altitude on the ground
  89790. * @param maxHeight is the maximum altitude on the ground
  89791. * @param scene defines the hosting scene
  89792. * @param updatable defines if the mesh must be flagged as updatable
  89793. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89794. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89795. * @returns a new Mesh
  89796. */
  89797. 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;
  89798. /**
  89799. * Creates a tube mesh.
  89800. * The tube is a parametric shape.
  89801. * It has no predefined shape. Its final shape will depend on the input parameters.
  89802. * Please consider using the same method from the MeshBuilder class instead
  89803. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89804. * @param name defines the name of the mesh to create
  89805. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89806. * @param radius sets the tube radius size
  89807. * @param tessellation is the number of sides on the tubular surface
  89808. * @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
  89809. * @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
  89810. * @param scene defines the hosting scene
  89811. * @param updatable defines if the mesh must be flagged as updatable
  89812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89813. * @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)
  89814. * @returns a new Mesh
  89815. */
  89816. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89817. (i: number, distance: number): number;
  89818. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89819. /**
  89820. * Creates a polyhedron mesh.
  89821. * Please consider using the same method from the MeshBuilder class instead.
  89822. * * 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
  89823. * * The parameter `size` (positive float, default 1) sets the polygon size
  89824. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89825. * * 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`
  89826. * * 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
  89827. * * 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)`)
  89828. * * 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
  89829. * * 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
  89830. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89831. * * If you create a double-sided mesh, you can choose what parts of 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
  89832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89833. * @param name defines the name of the mesh to create
  89834. * @param options defines the options used to create the mesh
  89835. * @param scene defines the hosting scene
  89836. * @returns a new Mesh
  89837. */
  89838. static CreatePolyhedron(name: string, options: {
  89839. type?: number;
  89840. size?: number;
  89841. sizeX?: number;
  89842. sizeY?: number;
  89843. sizeZ?: number;
  89844. custom?: any;
  89845. faceUV?: Vector4[];
  89846. faceColors?: Color4[];
  89847. updatable?: boolean;
  89848. sideOrientation?: number;
  89849. }, scene: Scene): Mesh;
  89850. /**
  89851. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89852. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89853. * * 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`)
  89854. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89855. * * 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
  89856. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89857. * * If you create a double-sided mesh, you can choose what parts of 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
  89858. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89859. * @param name defines the name of the mesh
  89860. * @param options defines the options used to create the mesh
  89861. * @param scene defines the hosting scene
  89862. * @returns a new Mesh
  89863. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89864. */
  89865. static CreateIcoSphere(name: string, options: {
  89866. radius?: number;
  89867. flat?: boolean;
  89868. subdivisions?: number;
  89869. sideOrientation?: number;
  89870. updatable?: boolean;
  89871. }, scene: Scene): Mesh;
  89872. /**
  89873. * Creates a decal mesh.
  89874. * Please consider using the same method from the MeshBuilder class instead.
  89875. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89876. * @param name defines the name of the mesh
  89877. * @param sourceMesh defines the mesh receiving the decal
  89878. * @param position sets the position of the decal in world coordinates
  89879. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89880. * @param size sets the decal scaling
  89881. * @param angle sets the angle to rotate the decal
  89882. * @returns a new Mesh
  89883. */
  89884. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89885. /**
  89886. * Prepare internal position array for software CPU skinning
  89887. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89888. */
  89889. setPositionsForCPUSkinning(): Float32Array;
  89890. /**
  89891. * Prepare internal normal array for software CPU skinning
  89892. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89893. */
  89894. setNormalsForCPUSkinning(): Float32Array;
  89895. /**
  89896. * Updates the vertex buffer by applying transformation from the bones
  89897. * @param skeleton defines the skeleton to apply to current mesh
  89898. * @returns the current mesh
  89899. */
  89900. applySkeleton(skeleton: Skeleton): Mesh;
  89901. /**
  89902. * 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
  89903. * @param meshes defines the list of meshes to scan
  89904. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89905. */
  89906. static MinMax(meshes: AbstractMesh[]): {
  89907. min: Vector3;
  89908. max: Vector3;
  89909. };
  89910. /**
  89911. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89912. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89913. * @returns a vector3
  89914. */
  89915. static Center(meshesOrMinMaxVector: {
  89916. min: Vector3;
  89917. max: Vector3;
  89918. } | AbstractMesh[]): Vector3;
  89919. /**
  89920. * Merge the array of meshes into a single mesh for performance reasons.
  89921. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89922. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89923. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89924. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89925. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89926. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89927. * @returns a new mesh
  89928. */
  89929. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89930. /** @hidden */
  89931. addInstance(instance: InstancedMesh): void;
  89932. /** @hidden */
  89933. removeInstance(instance: InstancedMesh): void;
  89934. }
  89935. }
  89936. declare module BABYLON {
  89937. /**
  89938. * This is the base class of all the camera used in the application.
  89939. * @see http://doc.babylonjs.com/features/cameras
  89940. */
  89941. export class Camera extends Node {
  89942. /** @hidden */
  89943. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89944. /**
  89945. * This is the default projection mode used by the cameras.
  89946. * It helps recreating a feeling of perspective and better appreciate depth.
  89947. * This is the best way to simulate real life cameras.
  89948. */
  89949. static readonly PERSPECTIVE_CAMERA: number;
  89950. /**
  89951. * This helps creating camera with an orthographic mode.
  89952. * 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.
  89953. */
  89954. static readonly ORTHOGRAPHIC_CAMERA: number;
  89955. /**
  89956. * This is the default FOV mode for perspective cameras.
  89957. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89958. */
  89959. static readonly FOVMODE_VERTICAL_FIXED: number;
  89960. /**
  89961. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89962. */
  89963. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89964. /**
  89965. * This specifies ther is no need for a camera rig.
  89966. * Basically only one eye is rendered corresponding to the camera.
  89967. */
  89968. static readonly RIG_MODE_NONE: number;
  89969. /**
  89970. * Simulates a camera Rig with one blue eye and one red eye.
  89971. * This can be use with 3d blue and red glasses.
  89972. */
  89973. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89974. /**
  89975. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89976. */
  89977. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89978. /**
  89979. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89980. */
  89981. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89982. /**
  89983. * Defines that both eyes of the camera will be rendered over under each other.
  89984. */
  89985. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89986. /**
  89987. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89988. */
  89989. static readonly RIG_MODE_VR: number;
  89990. /**
  89991. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89992. */
  89993. static readonly RIG_MODE_WEBVR: number;
  89994. /**
  89995. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89996. */
  89997. static readonly RIG_MODE_CUSTOM: number;
  89998. /**
  89999. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90000. */
  90001. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90002. /**
  90003. * Define the input manager associated with the camera.
  90004. */
  90005. inputs: CameraInputsManager<Camera>;
  90006. /** @hidden */
  90007. _position: Vector3;
  90008. /**
  90009. * Define the current local position of the camera in the scene
  90010. */
  90011. position: Vector3;
  90012. /**
  90013. * The vector the camera should consider as up.
  90014. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90015. */
  90016. upVector: Vector3;
  90017. /**
  90018. * Define the current limit on the left side for an orthographic camera
  90019. * In scene unit
  90020. */
  90021. orthoLeft: Nullable<number>;
  90022. /**
  90023. * Define the current limit on the right side for an orthographic camera
  90024. * In scene unit
  90025. */
  90026. orthoRight: Nullable<number>;
  90027. /**
  90028. * Define the current limit on the bottom side for an orthographic camera
  90029. * In scene unit
  90030. */
  90031. orthoBottom: Nullable<number>;
  90032. /**
  90033. * Define the current limit on the top side for an orthographic camera
  90034. * In scene unit
  90035. */
  90036. orthoTop: Nullable<number>;
  90037. /**
  90038. * Field Of View is set in Radians. (default is 0.8)
  90039. */
  90040. fov: number;
  90041. /**
  90042. * Define the minimum distance the camera can see from.
  90043. * This is important to note that the depth buffer are not infinite and the closer it starts
  90044. * the more your scene might encounter depth fighting issue.
  90045. */
  90046. minZ: number;
  90047. /**
  90048. * Define the maximum distance the camera can see to.
  90049. * This is important to note that the depth buffer are not infinite and the further it end
  90050. * the more your scene might encounter depth fighting issue.
  90051. */
  90052. maxZ: number;
  90053. /**
  90054. * Define the default inertia of the camera.
  90055. * This helps giving a smooth feeling to the camera movement.
  90056. */
  90057. inertia: number;
  90058. /**
  90059. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90060. */
  90061. mode: number;
  90062. /**
  90063. * Define wether the camera is intermediate.
  90064. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90065. */
  90066. isIntermediate: boolean;
  90067. /**
  90068. * Define the viewport of the camera.
  90069. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90070. */
  90071. viewport: Viewport;
  90072. /**
  90073. * Restricts the camera to viewing objects with the same layerMask.
  90074. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90075. */
  90076. layerMask: number;
  90077. /**
  90078. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90079. */
  90080. fovMode: number;
  90081. /**
  90082. * Rig mode of the camera.
  90083. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90084. * This is normally controlled byt the camera themselves as internal use.
  90085. */
  90086. cameraRigMode: number;
  90087. /**
  90088. * Defines the distance between both "eyes" in case of a RIG
  90089. */
  90090. interaxialDistance: number;
  90091. /**
  90092. * Defines if stereoscopic rendering is done side by side or over under.
  90093. */
  90094. isStereoscopicSideBySide: boolean;
  90095. /**
  90096. * 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
  90097. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90098. * else in the scene. (Eg. security camera)
  90099. *
  90100. * 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)
  90101. */
  90102. customRenderTargets: RenderTargetTexture[];
  90103. /**
  90104. * When set, the camera will render to this render target instead of the default canvas
  90105. *
  90106. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90107. */
  90108. outputRenderTarget: Nullable<RenderTargetTexture>;
  90109. /**
  90110. * Observable triggered when the camera view matrix has changed.
  90111. */
  90112. onViewMatrixChangedObservable: Observable<Camera>;
  90113. /**
  90114. * Observable triggered when the camera Projection matrix has changed.
  90115. */
  90116. onProjectionMatrixChangedObservable: Observable<Camera>;
  90117. /**
  90118. * Observable triggered when the inputs have been processed.
  90119. */
  90120. onAfterCheckInputsObservable: Observable<Camera>;
  90121. /**
  90122. * Observable triggered when reset has been called and applied to the camera.
  90123. */
  90124. onRestoreStateObservable: Observable<Camera>;
  90125. /** @hidden */
  90126. _cameraRigParams: any;
  90127. /** @hidden */
  90128. _rigCameras: Camera[];
  90129. /** @hidden */
  90130. _rigPostProcess: Nullable<PostProcess>;
  90131. protected _webvrViewMatrix: Matrix;
  90132. /** @hidden */
  90133. _skipRendering: boolean;
  90134. /** @hidden */
  90135. _projectionMatrix: Matrix;
  90136. /** @hidden */
  90137. _postProcesses: Nullable<PostProcess>[];
  90138. /** @hidden */
  90139. _activeMeshes: SmartArray<AbstractMesh>;
  90140. protected _globalPosition: Vector3;
  90141. /** @hidden */
  90142. _computedViewMatrix: Matrix;
  90143. private _doNotComputeProjectionMatrix;
  90144. private _transformMatrix;
  90145. private _frustumPlanes;
  90146. private _refreshFrustumPlanes;
  90147. private _storedFov;
  90148. private _stateStored;
  90149. /**
  90150. * Instantiates a new camera object.
  90151. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90152. * @see http://doc.babylonjs.com/features/cameras
  90153. * @param name Defines the name of the camera in the scene
  90154. * @param position Defines the position of the camera
  90155. * @param scene Defines the scene the camera belongs too
  90156. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90157. */
  90158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90159. /**
  90160. * Store current camera state (fov, position, etc..)
  90161. * @returns the camera
  90162. */
  90163. storeState(): Camera;
  90164. /**
  90165. * Restores the camera state values if it has been stored. You must call storeState() first
  90166. */
  90167. protected _restoreStateValues(): boolean;
  90168. /**
  90169. * Restored camera state. You must call storeState() first.
  90170. * @returns true if restored and false otherwise
  90171. */
  90172. restoreState(): boolean;
  90173. /**
  90174. * Gets the class name of the camera.
  90175. * @returns the class name
  90176. */
  90177. getClassName(): string;
  90178. /** @hidden */
  90179. readonly _isCamera: boolean;
  90180. /**
  90181. * Gets a string representation of the camera useful for debug purpose.
  90182. * @param fullDetails Defines that a more verboe level of logging is required
  90183. * @returns the string representation
  90184. */
  90185. toString(fullDetails?: boolean): string;
  90186. /**
  90187. * Gets the current world space position of the camera.
  90188. */
  90189. readonly globalPosition: Vector3;
  90190. /**
  90191. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90192. * @returns the active meshe list
  90193. */
  90194. getActiveMeshes(): SmartArray<AbstractMesh>;
  90195. /**
  90196. * Check wether a mesh is part of the current active mesh list of the camera
  90197. * @param mesh Defines the mesh to check
  90198. * @returns true if active, false otherwise
  90199. */
  90200. isActiveMesh(mesh: Mesh): boolean;
  90201. /**
  90202. * Is this camera ready to be used/rendered
  90203. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90204. * @return true if the camera is ready
  90205. */
  90206. isReady(completeCheck?: boolean): boolean;
  90207. /** @hidden */
  90208. _initCache(): void;
  90209. /** @hidden */
  90210. _updateCache(ignoreParentClass?: boolean): void;
  90211. /** @hidden */
  90212. _isSynchronized(): boolean;
  90213. /** @hidden */
  90214. _isSynchronizedViewMatrix(): boolean;
  90215. /** @hidden */
  90216. _isSynchronizedProjectionMatrix(): boolean;
  90217. /**
  90218. * Attach the input controls to a specific dom element to get the input from.
  90219. * @param element Defines the element the controls should be listened from
  90220. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90221. */
  90222. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90223. /**
  90224. * Detach the current controls from the specified dom element.
  90225. * @param element Defines the element to stop listening the inputs from
  90226. */
  90227. detachControl(element: HTMLElement): void;
  90228. /**
  90229. * Update the camera state according to the different inputs gathered during the frame.
  90230. */
  90231. update(): void;
  90232. /** @hidden */
  90233. _checkInputs(): void;
  90234. /** @hidden */
  90235. readonly rigCameras: Camera[];
  90236. /**
  90237. * Gets the post process used by the rig cameras
  90238. */
  90239. readonly rigPostProcess: Nullable<PostProcess>;
  90240. /**
  90241. * Internal, gets the first post proces.
  90242. * @returns the first post process to be run on this camera.
  90243. */
  90244. _getFirstPostProcess(): Nullable<PostProcess>;
  90245. private _cascadePostProcessesToRigCams;
  90246. /**
  90247. * Attach a post process to the camera.
  90248. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90249. * @param postProcess The post process to attach to the camera
  90250. * @param insertAt The position of the post process in case several of them are in use in the scene
  90251. * @returns the position the post process has been inserted at
  90252. */
  90253. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90254. /**
  90255. * Detach a post process to the camera.
  90256. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90257. * @param postProcess The post process to detach from the camera
  90258. */
  90259. detachPostProcess(postProcess: PostProcess): void;
  90260. /**
  90261. * Gets the current world matrix of the camera
  90262. */
  90263. getWorldMatrix(): Matrix;
  90264. /** @hidden */
  90265. _getViewMatrix(): Matrix;
  90266. /**
  90267. * Gets the current view matrix of the camera.
  90268. * @param force forces the camera to recompute the matrix without looking at the cached state
  90269. * @returns the view matrix
  90270. */
  90271. getViewMatrix(force?: boolean): Matrix;
  90272. /**
  90273. * Freeze the projection matrix.
  90274. * It will prevent the cache check of the camera projection compute and can speed up perf
  90275. * if no parameter of the camera are meant to change
  90276. * @param projection Defines manually a projection if necessary
  90277. */
  90278. freezeProjectionMatrix(projection?: Matrix): void;
  90279. /**
  90280. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90281. */
  90282. unfreezeProjectionMatrix(): void;
  90283. /**
  90284. * Gets the current projection matrix of the camera.
  90285. * @param force forces the camera to recompute the matrix without looking at the cached state
  90286. * @returns the projection matrix
  90287. */
  90288. getProjectionMatrix(force?: boolean): Matrix;
  90289. /**
  90290. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90291. * @returns a Matrix
  90292. */
  90293. getTransformationMatrix(): Matrix;
  90294. private _updateFrustumPlanes;
  90295. /**
  90296. * Checks if a cullable object (mesh...) is in the camera frustum
  90297. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90298. * @param target The object to check
  90299. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90300. * @returns true if the object is in frustum otherwise false
  90301. */
  90302. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90303. /**
  90304. * Checks if a cullable object (mesh...) is in the camera frustum
  90305. * Unlike isInFrustum this cheks the full bounding box
  90306. * @param target The object to check
  90307. * @returns true if the object is in frustum otherwise false
  90308. */
  90309. isCompletelyInFrustum(target: ICullable): boolean;
  90310. /**
  90311. * Gets a ray in the forward direction from the camera.
  90312. * @param length Defines the length of the ray to create
  90313. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90314. * @param origin Defines the start point of the ray which defaults to the camera position
  90315. * @returns the forward ray
  90316. */
  90317. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90318. /**
  90319. * Releases resources associated with this node.
  90320. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90321. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90322. */
  90323. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90324. /** @hidden */
  90325. _isLeftCamera: boolean;
  90326. /**
  90327. * Gets the left camera of a rig setup in case of Rigged Camera
  90328. */
  90329. readonly isLeftCamera: boolean;
  90330. /** @hidden */
  90331. _isRightCamera: boolean;
  90332. /**
  90333. * Gets the right camera of a rig setup in case of Rigged Camera
  90334. */
  90335. readonly isRightCamera: boolean;
  90336. /**
  90337. * Gets the left camera of a rig setup in case of Rigged Camera
  90338. */
  90339. readonly leftCamera: Nullable<FreeCamera>;
  90340. /**
  90341. * Gets the right camera of a rig setup in case of Rigged Camera
  90342. */
  90343. readonly rightCamera: Nullable<FreeCamera>;
  90344. /**
  90345. * Gets the left camera target of a rig setup in case of Rigged Camera
  90346. * @returns the target position
  90347. */
  90348. getLeftTarget(): Nullable<Vector3>;
  90349. /**
  90350. * Gets the right camera target of a rig setup in case of Rigged Camera
  90351. * @returns the target position
  90352. */
  90353. getRightTarget(): Nullable<Vector3>;
  90354. /**
  90355. * @hidden
  90356. */
  90357. setCameraRigMode(mode: number, rigParams: any): void;
  90358. /** @hidden */
  90359. static _setStereoscopicRigMode(camera: Camera): void;
  90360. /** @hidden */
  90361. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90362. /** @hidden */
  90363. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90364. /** @hidden */
  90365. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90366. /** @hidden */
  90367. _getVRProjectionMatrix(): Matrix;
  90368. protected _updateCameraRotationMatrix(): void;
  90369. protected _updateWebVRCameraRotationMatrix(): void;
  90370. /**
  90371. * This function MUST be overwritten by the different WebVR cameras available.
  90372. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90373. * @hidden
  90374. */
  90375. _getWebVRProjectionMatrix(): Matrix;
  90376. /**
  90377. * This function MUST be overwritten by the different WebVR cameras available.
  90378. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90379. * @hidden
  90380. */
  90381. _getWebVRViewMatrix(): Matrix;
  90382. /** @hidden */
  90383. setCameraRigParameter(name: string, value: any): void;
  90384. /**
  90385. * needs to be overridden by children so sub has required properties to be copied
  90386. * @hidden
  90387. */
  90388. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90389. /**
  90390. * May need to be overridden by children
  90391. * @hidden
  90392. */
  90393. _updateRigCameras(): void;
  90394. /** @hidden */
  90395. _setupInputs(): void;
  90396. /**
  90397. * Serialiaze the camera setup to a json represention
  90398. * @returns the JSON representation
  90399. */
  90400. serialize(): any;
  90401. /**
  90402. * Clones the current camera.
  90403. * @param name The cloned camera name
  90404. * @returns the cloned camera
  90405. */
  90406. clone(name: string): Camera;
  90407. /**
  90408. * Gets the direction of the camera relative to a given local axis.
  90409. * @param localAxis Defines the reference axis to provide a relative direction.
  90410. * @return the direction
  90411. */
  90412. getDirection(localAxis: Vector3): Vector3;
  90413. /**
  90414. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90415. * @param localAxis Defines the reference axis to provide a relative direction.
  90416. * @param result Defines the vector to store the result in
  90417. */
  90418. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90419. /**
  90420. * Gets a camera constructor for a given camera type
  90421. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90422. * @param name The name of the camera the result will be able to instantiate
  90423. * @param scene The scene the result will construct the camera in
  90424. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90425. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90426. * @returns a factory method to construc the camera
  90427. */
  90428. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90429. /**
  90430. * Compute the world matrix of the camera.
  90431. * @returns the camera workd matrix
  90432. */
  90433. computeWorldMatrix(): Matrix;
  90434. /**
  90435. * Parse a JSON and creates the camera from the parsed information
  90436. * @param parsedCamera The JSON to parse
  90437. * @param scene The scene to instantiate the camera in
  90438. * @returns the newly constructed camera
  90439. */
  90440. static Parse(parsedCamera: any, scene: Scene): Camera;
  90441. }
  90442. }
  90443. declare module BABYLON {
  90444. /**
  90445. * Class containing static functions to help procedurally build meshes
  90446. */
  90447. export class DiscBuilder {
  90448. /**
  90449. * Creates a plane polygonal mesh. By default, this is a disc
  90450. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90451. * * 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
  90452. * * 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
  90453. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90454. * * If you create a double-sided mesh, you can choose what parts of 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
  90455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90456. * @param name defines the name of the mesh
  90457. * @param options defines the options used to create the mesh
  90458. * @param scene defines the hosting scene
  90459. * @returns the plane polygonal mesh
  90460. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90461. */
  90462. static CreateDisc(name: string, options: {
  90463. radius?: number;
  90464. tessellation?: number;
  90465. arc?: number;
  90466. updatable?: boolean;
  90467. sideOrientation?: number;
  90468. frontUVs?: Vector4;
  90469. backUVs?: Vector4;
  90470. }, scene?: Nullable<Scene>): Mesh;
  90471. }
  90472. }
  90473. declare module BABYLON {
  90474. /**
  90475. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90476. *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.
  90477. * The SPS is also a particle system. It provides some methods to manage the particles.
  90478. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90479. *
  90480. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90481. */
  90482. export class SolidParticleSystem implements IDisposable {
  90483. /**
  90484. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90485. * Example : var p = SPS.particles[i];
  90486. */
  90487. particles: SolidParticle[];
  90488. /**
  90489. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90490. */
  90491. nbParticles: number;
  90492. /**
  90493. * If the particles must ever face the camera (default false). Useful for planar particles.
  90494. */
  90495. billboard: boolean;
  90496. /**
  90497. * Recompute normals when adding a shape
  90498. */
  90499. recomputeNormals: boolean;
  90500. /**
  90501. * This a counter ofr your own usage. It's not set by any SPS functions.
  90502. */
  90503. counter: number;
  90504. /**
  90505. * The SPS name. This name is also given to the underlying mesh.
  90506. */
  90507. name: string;
  90508. /**
  90509. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90510. */
  90511. mesh: Mesh;
  90512. /**
  90513. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90514. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90515. */
  90516. vars: any;
  90517. /**
  90518. * This array is populated when the SPS is set as 'pickable'.
  90519. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90520. * Each element of this array is an object `{idx: int, faceId: int}`.
  90521. * `idx` is the picked particle index in the `SPS.particles` array
  90522. * `faceId` is the picked face index counted within this particle.
  90523. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90524. */
  90525. pickedParticles: {
  90526. idx: number;
  90527. faceId: number;
  90528. }[];
  90529. /**
  90530. * This array is populated when `enableDepthSort` is set to true.
  90531. * Each element of this array is an instance of the class DepthSortedParticle.
  90532. */
  90533. depthSortedParticles: DepthSortedParticle[];
  90534. /**
  90535. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90536. * @hidden
  90537. */
  90538. _bSphereOnly: boolean;
  90539. /**
  90540. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90541. * @hidden
  90542. */
  90543. _bSphereRadiusFactor: number;
  90544. private _scene;
  90545. private _positions;
  90546. private _indices;
  90547. private _normals;
  90548. private _colors;
  90549. private _uvs;
  90550. private _indices32;
  90551. private _positions32;
  90552. private _normals32;
  90553. private _fixedNormal32;
  90554. private _colors32;
  90555. private _uvs32;
  90556. private _index;
  90557. private _updatable;
  90558. private _pickable;
  90559. private _isVisibilityBoxLocked;
  90560. private _alwaysVisible;
  90561. private _depthSort;
  90562. private _shapeCounter;
  90563. private _copy;
  90564. private _color;
  90565. private _computeParticleColor;
  90566. private _computeParticleTexture;
  90567. private _computeParticleRotation;
  90568. private _computeParticleVertex;
  90569. private _computeBoundingBox;
  90570. private _depthSortParticles;
  90571. private _camera;
  90572. private _mustUnrotateFixedNormals;
  90573. private _particlesIntersect;
  90574. private _needs32Bits;
  90575. /**
  90576. * Creates a SPS (Solid Particle System) object.
  90577. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90578. * @param scene (Scene) is the scene in which the SPS is added.
  90579. * @param options defines the options of the sps e.g.
  90580. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90581. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90582. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90583. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90584. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90585. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90586. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90587. */
  90588. constructor(name: string, scene: Scene, options?: {
  90589. updatable?: boolean;
  90590. isPickable?: boolean;
  90591. enableDepthSort?: boolean;
  90592. particleIntersection?: boolean;
  90593. boundingSphereOnly?: boolean;
  90594. bSphereRadiusFactor?: number;
  90595. });
  90596. /**
  90597. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90598. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90599. * @returns the created mesh
  90600. */
  90601. buildMesh(): Mesh;
  90602. /**
  90603. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90604. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90605. * Thus the particles generated from `digest()` have their property `position` set yet.
  90606. * @param mesh ( Mesh ) is the mesh to be digested
  90607. * @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
  90608. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90609. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90610. * @returns the current SPS
  90611. */
  90612. digest(mesh: Mesh, options?: {
  90613. facetNb?: number;
  90614. number?: number;
  90615. delta?: number;
  90616. }): SolidParticleSystem;
  90617. private _unrotateFixedNormals;
  90618. private _resetCopy;
  90619. private _meshBuilder;
  90620. private _posToShape;
  90621. private _uvsToShapeUV;
  90622. private _addParticle;
  90623. /**
  90624. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90625. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90626. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90627. * @param nb (positive integer) the number of particles to be created from this model
  90628. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90629. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90630. * @returns the number of shapes in the system
  90631. */
  90632. addShape(mesh: Mesh, nb: number, options?: {
  90633. positionFunction?: any;
  90634. vertexFunction?: any;
  90635. }): number;
  90636. private _rebuildParticle;
  90637. /**
  90638. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90639. * @returns the SPS.
  90640. */
  90641. rebuildMesh(): SolidParticleSystem;
  90642. /**
  90643. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90644. * This method calls `updateParticle()` for each particle of the SPS.
  90645. * For an animated SPS, it is usually called within the render loop.
  90646. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90647. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90648. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90649. * @returns the SPS.
  90650. */
  90651. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90652. /**
  90653. * Disposes the SPS.
  90654. */
  90655. dispose(): void;
  90656. /**
  90657. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90658. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90659. * @returns the SPS.
  90660. */
  90661. refreshVisibleSize(): SolidParticleSystem;
  90662. /**
  90663. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90664. * @param size the size (float) of the visibility box
  90665. * note : this doesn't lock the SPS mesh bounding box.
  90666. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90667. */
  90668. setVisibilityBox(size: number): void;
  90669. /**
  90670. * Gets whether the SPS as always visible or not
  90671. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90672. */
  90673. /**
  90674. * Sets the SPS as always visible or not
  90675. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90676. */
  90677. isAlwaysVisible: boolean;
  90678. /**
  90679. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90680. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90681. */
  90682. /**
  90683. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90684. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90685. */
  90686. isVisibilityBoxLocked: boolean;
  90687. /**
  90688. * Tells to `setParticles()` to compute the particle rotations or not.
  90689. * Default value : true. The SPS is faster when it's set to false.
  90690. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90691. */
  90692. /**
  90693. * Gets if `setParticles()` computes the particle rotations or not.
  90694. * Default value : true. The SPS is faster when it's set to false.
  90695. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90696. */
  90697. computeParticleRotation: boolean;
  90698. /**
  90699. * Tells to `setParticles()` to compute the particle colors or not.
  90700. * Default value : true. The SPS is faster when it's set to false.
  90701. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90702. */
  90703. /**
  90704. * Gets if `setParticles()` computes the particle colors or not.
  90705. * Default value : true. The SPS is faster when it's set to false.
  90706. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90707. */
  90708. computeParticleColor: boolean;
  90709. /**
  90710. * Gets if `setParticles()` computes the particle textures or not.
  90711. * Default value : true. The SPS is faster when it's set to false.
  90712. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90713. */
  90714. computeParticleTexture: boolean;
  90715. /**
  90716. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90717. * Default value : false. The SPS is faster when it's set to false.
  90718. * Note : the particle custom vertex positions aren't stored values.
  90719. */
  90720. /**
  90721. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90722. * Default value : false. The SPS is faster when it's set to false.
  90723. * Note : the particle custom vertex positions aren't stored values.
  90724. */
  90725. computeParticleVertex: boolean;
  90726. /**
  90727. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90728. */
  90729. /**
  90730. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90731. */
  90732. computeBoundingBox: boolean;
  90733. /**
  90734. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90735. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90736. * Default : `true`
  90737. */
  90738. /**
  90739. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90740. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90741. * Default : `true`
  90742. */
  90743. depthSortParticles: boolean;
  90744. /**
  90745. * This function does nothing. It may be overwritten to set all the particle first values.
  90746. * The SPS doesn't call this function, you may have to call it by your own.
  90747. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90748. */
  90749. initParticles(): void;
  90750. /**
  90751. * This function does nothing. It may be overwritten to recycle a particle.
  90752. * The SPS doesn't call this function, you may have to call it by your own.
  90753. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90754. * @param particle The particle to recycle
  90755. * @returns the recycled particle
  90756. */
  90757. recycleParticle(particle: SolidParticle): SolidParticle;
  90758. /**
  90759. * Updates a particle : this function should be overwritten by the user.
  90760. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90761. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90762. * @example : just set a particle position or velocity and recycle conditions
  90763. * @param particle The particle to update
  90764. * @returns the updated particle
  90765. */
  90766. updateParticle(particle: SolidParticle): SolidParticle;
  90767. /**
  90768. * Updates a vertex of a particle : it can be overwritten by the user.
  90769. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90770. * @param particle the current particle
  90771. * @param vertex the current index of the current particle
  90772. * @param pt the index of the current vertex in the particle shape
  90773. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90774. * @example : just set a vertex particle position
  90775. * @returns the updated vertex
  90776. */
  90777. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90778. /**
  90779. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90780. * This does nothing and may be overwritten by the user.
  90781. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90782. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90783. * @param update the boolean update value actually passed to setParticles()
  90784. */
  90785. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90786. /**
  90787. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90788. * This will be passed three parameters.
  90789. * This does nothing and may be overwritten by the user.
  90790. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90791. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90792. * @param update the boolean update value actually passed to setParticles()
  90793. */
  90794. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90795. }
  90796. }
  90797. declare module BABYLON {
  90798. /**
  90799. * Represents one particle of a solid particle system.
  90800. */
  90801. export class SolidParticle {
  90802. /**
  90803. * particle global index
  90804. */
  90805. idx: number;
  90806. /**
  90807. * The color of the particle
  90808. */
  90809. color: Nullable<Color4>;
  90810. /**
  90811. * The world space position of the particle.
  90812. */
  90813. position: Vector3;
  90814. /**
  90815. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90816. */
  90817. rotation: Vector3;
  90818. /**
  90819. * The world space rotation quaternion of the particle.
  90820. */
  90821. rotationQuaternion: Nullable<Quaternion>;
  90822. /**
  90823. * The scaling of the particle.
  90824. */
  90825. scaling: Vector3;
  90826. /**
  90827. * The uvs of the particle.
  90828. */
  90829. uvs: Vector4;
  90830. /**
  90831. * The current speed of the particle.
  90832. */
  90833. velocity: Vector3;
  90834. /**
  90835. * The pivot point in the particle local space.
  90836. */
  90837. pivot: Vector3;
  90838. /**
  90839. * Must the particle be translated from its pivot point in its local space ?
  90840. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90841. * Default : false
  90842. */
  90843. translateFromPivot: boolean;
  90844. /**
  90845. * Is the particle active or not ?
  90846. */
  90847. alive: boolean;
  90848. /**
  90849. * Is the particle visible or not ?
  90850. */
  90851. isVisible: boolean;
  90852. /**
  90853. * Index of this particle in the global "positions" array (Internal use)
  90854. * @hidden
  90855. */
  90856. _pos: number;
  90857. /**
  90858. * @hidden Index of this particle in the global "indices" array (Internal use)
  90859. */
  90860. _ind: number;
  90861. /**
  90862. * @hidden ModelShape of this particle (Internal use)
  90863. */
  90864. _model: ModelShape;
  90865. /**
  90866. * ModelShape id of this particle
  90867. */
  90868. shapeId: number;
  90869. /**
  90870. * Index of the particle in its shape id
  90871. */
  90872. idxInShape: number;
  90873. /**
  90874. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90875. */
  90876. _modelBoundingInfo: BoundingInfo;
  90877. /**
  90878. * @hidden Particle BoundingInfo object (Internal use)
  90879. */
  90880. _boundingInfo: BoundingInfo;
  90881. /**
  90882. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90883. */
  90884. _sps: SolidParticleSystem;
  90885. /**
  90886. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90887. */
  90888. _stillInvisible: boolean;
  90889. /**
  90890. * @hidden Last computed particle rotation matrix
  90891. */
  90892. _rotationMatrix: number[];
  90893. /**
  90894. * Parent particle Id, if any.
  90895. * Default null.
  90896. */
  90897. parentId: Nullable<number>;
  90898. /**
  90899. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90900. * The possible values are :
  90901. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90902. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90903. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90904. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90905. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90906. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90907. * */
  90908. cullingStrategy: number;
  90909. /**
  90910. * @hidden Internal global position in the SPS.
  90911. */
  90912. _globalPosition: Vector3;
  90913. /**
  90914. * Creates a Solid Particle object.
  90915. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90916. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90917. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90918. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90919. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90920. * @param shapeId (integer) is the model shape identifier in the SPS.
  90921. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90922. * @param sps defines the sps it is associated to
  90923. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90924. */
  90925. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90926. /**
  90927. * Legacy support, changed scale to scaling
  90928. */
  90929. /**
  90930. * Legacy support, changed scale to scaling
  90931. */
  90932. scale: Vector3;
  90933. /**
  90934. * Legacy support, changed quaternion to rotationQuaternion
  90935. */
  90936. /**
  90937. * Legacy support, changed quaternion to rotationQuaternion
  90938. */
  90939. quaternion: Nullable<Quaternion>;
  90940. /**
  90941. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90942. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90943. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90944. * @returns true if it intersects
  90945. */
  90946. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90947. /**
  90948. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90949. * A particle is in the frustum if its bounding box intersects the frustum
  90950. * @param frustumPlanes defines the frustum to test
  90951. * @returns true if the particle is in the frustum planes
  90952. */
  90953. isInFrustum(frustumPlanes: Plane[]): boolean;
  90954. /**
  90955. * get the rotation matrix of the particle
  90956. * @hidden
  90957. */
  90958. getRotationMatrix(m: Matrix): void;
  90959. }
  90960. /**
  90961. * Represents the shape of the model used by one particle of a solid particle system.
  90962. * SPS internal tool, don't use it manually.
  90963. */
  90964. export class ModelShape {
  90965. /**
  90966. * The shape id
  90967. * @hidden
  90968. */
  90969. shapeID: number;
  90970. /**
  90971. * flat array of model positions (internal use)
  90972. * @hidden
  90973. */
  90974. _shape: Vector3[];
  90975. /**
  90976. * flat array of model UVs (internal use)
  90977. * @hidden
  90978. */
  90979. _shapeUV: number[];
  90980. /**
  90981. * length of the shape in the model indices array (internal use)
  90982. * @hidden
  90983. */
  90984. _indicesLength: number;
  90985. /**
  90986. * Custom position function (internal use)
  90987. * @hidden
  90988. */
  90989. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90990. /**
  90991. * Custom vertex function (internal use)
  90992. * @hidden
  90993. */
  90994. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90995. /**
  90996. * 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.
  90997. * SPS internal tool, don't use it manually.
  90998. * @hidden
  90999. */
  91000. 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>);
  91001. }
  91002. /**
  91003. * Represents a Depth Sorted Particle in the solid particle system.
  91004. */
  91005. export class DepthSortedParticle {
  91006. /**
  91007. * Index of the particle in the "indices" array
  91008. */
  91009. ind: number;
  91010. /**
  91011. * Length of the particle shape in the "indices" array
  91012. */
  91013. indicesLength: number;
  91014. /**
  91015. * Squared distance from the particle to the camera
  91016. */
  91017. sqDistance: number;
  91018. }
  91019. }
  91020. declare module BABYLON {
  91021. /**
  91022. * @hidden
  91023. */
  91024. export class _MeshCollisionData {
  91025. _checkCollisions: boolean;
  91026. _collisionMask: number;
  91027. _collisionGroup: number;
  91028. _collider: Nullable<Collider>;
  91029. _oldPositionForCollisions: Vector3;
  91030. _diffPositionForCollisions: Vector3;
  91031. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91032. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91033. }
  91034. }
  91035. declare module BABYLON {
  91036. /** @hidden */
  91037. class _FacetDataStorage {
  91038. facetPositions: Vector3[];
  91039. facetNormals: Vector3[];
  91040. facetPartitioning: number[][];
  91041. facetNb: number;
  91042. partitioningSubdivisions: number;
  91043. partitioningBBoxRatio: number;
  91044. facetDataEnabled: boolean;
  91045. facetParameters: any;
  91046. bbSize: Vector3;
  91047. subDiv: {
  91048. max: number;
  91049. X: number;
  91050. Y: number;
  91051. Z: number;
  91052. };
  91053. facetDepthSort: boolean;
  91054. facetDepthSortEnabled: boolean;
  91055. depthSortedIndices: IndicesArray;
  91056. depthSortedFacets: {
  91057. ind: number;
  91058. sqDistance: number;
  91059. }[];
  91060. facetDepthSortFunction: (f1: {
  91061. ind: number;
  91062. sqDistance: number;
  91063. }, f2: {
  91064. ind: number;
  91065. sqDistance: number;
  91066. }) => number;
  91067. facetDepthSortFrom: Vector3;
  91068. facetDepthSortOrigin: Vector3;
  91069. invertedMatrix: Matrix;
  91070. }
  91071. /**
  91072. * @hidden
  91073. **/
  91074. class _InternalAbstractMeshDataInfo {
  91075. _hasVertexAlpha: boolean;
  91076. _useVertexColors: boolean;
  91077. _numBoneInfluencers: number;
  91078. _applyFog: boolean;
  91079. _receiveShadows: boolean;
  91080. _facetData: _FacetDataStorage;
  91081. _visibility: number;
  91082. _skeleton: Nullable<Skeleton>;
  91083. _layerMask: number;
  91084. _computeBonesUsingShaders: boolean;
  91085. _isActive: boolean;
  91086. _onlyForInstances: boolean;
  91087. _isActiveIntermediate: boolean;
  91088. _onlyForInstancesIntermediate: boolean;
  91089. }
  91090. /**
  91091. * Class used to store all common mesh properties
  91092. */
  91093. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91094. /** No occlusion */
  91095. static OCCLUSION_TYPE_NONE: number;
  91096. /** Occlusion set to optimisitic */
  91097. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91098. /** Occlusion set to strict */
  91099. static OCCLUSION_TYPE_STRICT: number;
  91100. /** Use an accurante occlusion algorithm */
  91101. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91102. /** Use a conservative occlusion algorithm */
  91103. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91104. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91105. * Test order :
  91106. * Is the bounding sphere outside the frustum ?
  91107. * If not, are the bounding box vertices outside the frustum ?
  91108. * It not, then the cullable object is in the frustum.
  91109. */
  91110. static readonly CULLINGSTRATEGY_STANDARD: number;
  91111. /** Culling strategy : Bounding Sphere Only.
  91112. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91113. * It's also less accurate than the standard because some not visible objects can still be selected.
  91114. * Test : is the bounding sphere outside the frustum ?
  91115. * If not, then the cullable object is in the frustum.
  91116. */
  91117. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91118. /** Culling strategy : Optimistic Inclusion.
  91119. * This in an inclusion test first, then the standard exclusion test.
  91120. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91121. * 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.
  91122. * Anyway, it's as accurate as the standard strategy.
  91123. * Test :
  91124. * Is the cullable object bounding sphere center in the frustum ?
  91125. * If not, apply the default culling strategy.
  91126. */
  91127. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91128. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91129. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91130. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91131. * 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.
  91132. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91133. * Test :
  91134. * Is the cullable object bounding sphere center in the frustum ?
  91135. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91136. */
  91137. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91138. /**
  91139. * No billboard
  91140. */
  91141. static readonly BILLBOARDMODE_NONE: number;
  91142. /** Billboard on X axis */
  91143. static readonly BILLBOARDMODE_X: number;
  91144. /** Billboard on Y axis */
  91145. static readonly BILLBOARDMODE_Y: number;
  91146. /** Billboard on Z axis */
  91147. static readonly BILLBOARDMODE_Z: number;
  91148. /** Billboard on all axes */
  91149. static readonly BILLBOARDMODE_ALL: number;
  91150. /** Billboard on using position instead of orientation */
  91151. static readonly BILLBOARDMODE_USE_POSITION: number;
  91152. /** @hidden */
  91153. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91154. /**
  91155. * The culling strategy to use to check whether the mesh must be rendered or not.
  91156. * This value can be changed at any time and will be used on the next render mesh selection.
  91157. * The possible values are :
  91158. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91159. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91160. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91161. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91162. * Please read each static variable documentation to get details about the culling process.
  91163. * */
  91164. cullingStrategy: number;
  91165. /**
  91166. * Gets the number of facets in the mesh
  91167. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91168. */
  91169. readonly facetNb: number;
  91170. /**
  91171. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91172. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91173. */
  91174. partitioningSubdivisions: number;
  91175. /**
  91176. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91177. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91178. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91179. */
  91180. partitioningBBoxRatio: number;
  91181. /**
  91182. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91183. * Works only for updatable meshes.
  91184. * Doesn't work with multi-materials
  91185. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91186. */
  91187. mustDepthSortFacets: boolean;
  91188. /**
  91189. * The location (Vector3) where the facet depth sort must be computed from.
  91190. * By default, the active camera position.
  91191. * Used only when facet depth sort is enabled
  91192. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91193. */
  91194. facetDepthSortFrom: Vector3;
  91195. /**
  91196. * gets a boolean indicating if facetData is enabled
  91197. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91198. */
  91199. readonly isFacetDataEnabled: boolean;
  91200. /** @hidden */
  91201. _updateNonUniformScalingState(value: boolean): boolean;
  91202. /**
  91203. * An event triggered when this mesh collides with another one
  91204. */
  91205. onCollideObservable: Observable<AbstractMesh>;
  91206. /** Set a function to call when this mesh collides with another one */
  91207. onCollide: () => void;
  91208. /**
  91209. * An event triggered when the collision's position changes
  91210. */
  91211. onCollisionPositionChangeObservable: Observable<Vector3>;
  91212. /** Set a function to call when the collision's position changes */
  91213. onCollisionPositionChange: () => void;
  91214. /**
  91215. * An event triggered when material is changed
  91216. */
  91217. onMaterialChangedObservable: Observable<AbstractMesh>;
  91218. /**
  91219. * Gets or sets the orientation for POV movement & rotation
  91220. */
  91221. definedFacingForward: boolean;
  91222. /** @hidden */
  91223. _occlusionQuery: Nullable<WebGLQuery>;
  91224. /** @hidden */
  91225. _renderingGroup: Nullable<RenderingGroup>;
  91226. /**
  91227. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91228. */
  91229. /**
  91230. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91231. */
  91232. visibility: number;
  91233. /** Gets or sets the alpha index used to sort transparent meshes
  91234. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91235. */
  91236. alphaIndex: number;
  91237. /**
  91238. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91239. */
  91240. isVisible: boolean;
  91241. /**
  91242. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91243. */
  91244. isPickable: boolean;
  91245. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91246. showSubMeshesBoundingBox: boolean;
  91247. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91248. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91249. */
  91250. isBlocker: boolean;
  91251. /**
  91252. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91253. */
  91254. enablePointerMoveEvents: boolean;
  91255. /**
  91256. * Specifies the rendering group id for this mesh (0 by default)
  91257. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91258. */
  91259. renderingGroupId: number;
  91260. private _material;
  91261. /** Gets or sets current material */
  91262. material: Nullable<Material>;
  91263. /**
  91264. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91265. * @see http://doc.babylonjs.com/babylon101/shadows
  91266. */
  91267. receiveShadows: boolean;
  91268. /** Defines color to use when rendering outline */
  91269. outlineColor: Color3;
  91270. /** Define width to use when rendering outline */
  91271. outlineWidth: number;
  91272. /** Defines color to use when rendering overlay */
  91273. overlayColor: Color3;
  91274. /** Defines alpha to use when rendering overlay */
  91275. overlayAlpha: number;
  91276. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91277. hasVertexAlpha: boolean;
  91278. /** 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) */
  91279. useVertexColors: boolean;
  91280. /**
  91281. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91282. */
  91283. computeBonesUsingShaders: boolean;
  91284. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91285. numBoneInfluencers: number;
  91286. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91287. applyFog: boolean;
  91288. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91289. useOctreeForRenderingSelection: boolean;
  91290. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91291. useOctreeForPicking: boolean;
  91292. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91293. useOctreeForCollisions: boolean;
  91294. /**
  91295. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91296. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91297. */
  91298. layerMask: number;
  91299. /**
  91300. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91301. */
  91302. alwaysSelectAsActiveMesh: boolean;
  91303. /**
  91304. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91305. */
  91306. doNotSyncBoundingInfo: boolean;
  91307. /**
  91308. * Gets or sets the current action manager
  91309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91310. */
  91311. actionManager: Nullable<AbstractActionManager>;
  91312. private _meshCollisionData;
  91313. /**
  91314. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91315. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91316. */
  91317. ellipsoid: Vector3;
  91318. /**
  91319. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91321. */
  91322. ellipsoidOffset: Vector3;
  91323. /**
  91324. * Gets or sets a collision mask used to mask collisions (default is -1).
  91325. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91326. */
  91327. collisionMask: number;
  91328. /**
  91329. * Gets or sets the current collision group mask (-1 by default).
  91330. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91331. */
  91332. collisionGroup: number;
  91333. /**
  91334. * Defines edge width used when edgesRenderer is enabled
  91335. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91336. */
  91337. edgesWidth: number;
  91338. /**
  91339. * Defines edge color used when edgesRenderer is enabled
  91340. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91341. */
  91342. edgesColor: Color4;
  91343. /** @hidden */
  91344. _edgesRenderer: Nullable<IEdgesRenderer>;
  91345. /** @hidden */
  91346. _masterMesh: Nullable<AbstractMesh>;
  91347. /** @hidden */
  91348. _boundingInfo: Nullable<BoundingInfo>;
  91349. /** @hidden */
  91350. _renderId: number;
  91351. /**
  91352. * Gets or sets the list of subMeshes
  91353. * @see http://doc.babylonjs.com/how_to/multi_materials
  91354. */
  91355. subMeshes: SubMesh[];
  91356. /** @hidden */
  91357. _intersectionsInProgress: AbstractMesh[];
  91358. /** @hidden */
  91359. _unIndexed: boolean;
  91360. /** @hidden */
  91361. _lightSources: Light[];
  91362. /** Gets the list of lights affecting that mesh */
  91363. readonly lightSources: Light[];
  91364. /** @hidden */
  91365. readonly _positions: Nullable<Vector3[]>;
  91366. /** @hidden */
  91367. _waitingData: {
  91368. lods: Nullable<any>;
  91369. actions: Nullable<any>;
  91370. freezeWorldMatrix: Nullable<boolean>;
  91371. };
  91372. /** @hidden */
  91373. _bonesTransformMatrices: Nullable<Float32Array>;
  91374. /** @hidden */
  91375. _transformMatrixTexture: Nullable<RawTexture>;
  91376. /**
  91377. * Gets or sets a skeleton to apply skining transformations
  91378. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91379. */
  91380. skeleton: Nullable<Skeleton>;
  91381. /**
  91382. * An event triggered when the mesh is rebuilt.
  91383. */
  91384. onRebuildObservable: Observable<AbstractMesh>;
  91385. /**
  91386. * Creates a new AbstractMesh
  91387. * @param name defines the name of the mesh
  91388. * @param scene defines the hosting scene
  91389. */
  91390. constructor(name: string, scene?: Nullable<Scene>);
  91391. /**
  91392. * Returns the string "AbstractMesh"
  91393. * @returns "AbstractMesh"
  91394. */
  91395. getClassName(): string;
  91396. /**
  91397. * Gets a string representation of the current mesh
  91398. * @param fullDetails defines a boolean indicating if full details must be included
  91399. * @returns a string representation of the current mesh
  91400. */
  91401. toString(fullDetails?: boolean): string;
  91402. /**
  91403. * @hidden
  91404. */
  91405. protected _getEffectiveParent(): Nullable<Node>;
  91406. /** @hidden */
  91407. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91408. /** @hidden */
  91409. _rebuild(): void;
  91410. /** @hidden */
  91411. _resyncLightSources(): void;
  91412. /** @hidden */
  91413. _resyncLighSource(light: Light): void;
  91414. /** @hidden */
  91415. _unBindEffect(): void;
  91416. /** @hidden */
  91417. _removeLightSource(light: Light, dispose: boolean): void;
  91418. private _markSubMeshesAsDirty;
  91419. /** @hidden */
  91420. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91421. /** @hidden */
  91422. _markSubMeshesAsAttributesDirty(): void;
  91423. /** @hidden */
  91424. _markSubMeshesAsMiscDirty(): void;
  91425. /**
  91426. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91427. */
  91428. scaling: Vector3;
  91429. /**
  91430. * Returns true if the mesh is blocked. Implemented by child classes
  91431. */
  91432. readonly isBlocked: boolean;
  91433. /**
  91434. * Returns the mesh itself by default. Implemented by child classes
  91435. * @param camera defines the camera to use to pick the right LOD level
  91436. * @returns the currentAbstractMesh
  91437. */
  91438. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91439. /**
  91440. * Returns 0 by default. Implemented by child classes
  91441. * @returns an integer
  91442. */
  91443. getTotalVertices(): number;
  91444. /**
  91445. * Returns a positive integer : the total number of indices in this mesh geometry.
  91446. * @returns the numner of indices or zero if the mesh has no geometry.
  91447. */
  91448. getTotalIndices(): number;
  91449. /**
  91450. * Returns null by default. Implemented by child classes
  91451. * @returns null
  91452. */
  91453. getIndices(): Nullable<IndicesArray>;
  91454. /**
  91455. * Returns the array of the requested vertex data kind. Implemented by child classes
  91456. * @param kind defines the vertex data kind to use
  91457. * @returns null
  91458. */
  91459. getVerticesData(kind: string): Nullable<FloatArray>;
  91460. /**
  91461. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91462. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91463. * Note that a new underlying VertexBuffer object is created each call.
  91464. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91465. * @param kind defines vertex data kind:
  91466. * * VertexBuffer.PositionKind
  91467. * * VertexBuffer.UVKind
  91468. * * VertexBuffer.UV2Kind
  91469. * * VertexBuffer.UV3Kind
  91470. * * VertexBuffer.UV4Kind
  91471. * * VertexBuffer.UV5Kind
  91472. * * VertexBuffer.UV6Kind
  91473. * * VertexBuffer.ColorKind
  91474. * * VertexBuffer.MatricesIndicesKind
  91475. * * VertexBuffer.MatricesIndicesExtraKind
  91476. * * VertexBuffer.MatricesWeightsKind
  91477. * * VertexBuffer.MatricesWeightsExtraKind
  91478. * @param data defines the data source
  91479. * @param updatable defines if the data must be flagged as updatable (or static)
  91480. * @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
  91481. * @returns the current mesh
  91482. */
  91483. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91484. /**
  91485. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91486. * If the mesh has no geometry, it is simply returned as it is.
  91487. * @param kind defines vertex data kind:
  91488. * * VertexBuffer.PositionKind
  91489. * * VertexBuffer.UVKind
  91490. * * VertexBuffer.UV2Kind
  91491. * * VertexBuffer.UV3Kind
  91492. * * VertexBuffer.UV4Kind
  91493. * * VertexBuffer.UV5Kind
  91494. * * VertexBuffer.UV6Kind
  91495. * * VertexBuffer.ColorKind
  91496. * * VertexBuffer.MatricesIndicesKind
  91497. * * VertexBuffer.MatricesIndicesExtraKind
  91498. * * VertexBuffer.MatricesWeightsKind
  91499. * * VertexBuffer.MatricesWeightsExtraKind
  91500. * @param data defines the data source
  91501. * @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
  91502. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91503. * @returns the current mesh
  91504. */
  91505. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91506. /**
  91507. * Sets the mesh indices,
  91508. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91509. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91510. * @param totalVertices Defines the total number of vertices
  91511. * @returns the current mesh
  91512. */
  91513. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91514. /**
  91515. * Gets a boolean indicating if specific vertex data is present
  91516. * @param kind defines the vertex data kind to use
  91517. * @returns true is data kind is present
  91518. */
  91519. isVerticesDataPresent(kind: string): boolean;
  91520. /**
  91521. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91522. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91523. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91524. * @returns a BoundingInfo
  91525. */
  91526. getBoundingInfo(): BoundingInfo;
  91527. /**
  91528. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91529. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91530. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91531. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91532. * @returns the current mesh
  91533. */
  91534. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91535. /**
  91536. * Overwrite the current bounding info
  91537. * @param boundingInfo defines the new bounding info
  91538. * @returns the current mesh
  91539. */
  91540. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91541. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91542. readonly useBones: boolean;
  91543. /** @hidden */
  91544. _preActivate(): void;
  91545. /** @hidden */
  91546. _preActivateForIntermediateRendering(renderId: number): void;
  91547. /** @hidden */
  91548. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91549. /** @hidden */
  91550. _postActivate(): void;
  91551. /** @hidden */
  91552. _freeze(): void;
  91553. /** @hidden */
  91554. _unFreeze(): void;
  91555. /**
  91556. * Gets the current world matrix
  91557. * @returns a Matrix
  91558. */
  91559. getWorldMatrix(): Matrix;
  91560. /** @hidden */
  91561. _getWorldMatrixDeterminant(): number;
  91562. /**
  91563. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91564. */
  91565. readonly isAnInstance: boolean;
  91566. /**
  91567. * Gets a boolean indicating if this mesh has instances
  91568. */
  91569. readonly hasInstances: boolean;
  91570. /**
  91571. * Perform relative position change from the point of view of behind the front of the mesh.
  91572. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91573. * Supports definition of mesh facing forward or backward
  91574. * @param amountRight defines the distance on the right axis
  91575. * @param amountUp defines the distance on the up axis
  91576. * @param amountForward defines the distance on the forward axis
  91577. * @returns the current mesh
  91578. */
  91579. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91580. /**
  91581. * Calculate relative position change from the point of view of behind the front of the mesh.
  91582. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91583. * Supports definition of mesh facing forward or backward
  91584. * @param amountRight defines the distance on the right axis
  91585. * @param amountUp defines the distance on the up axis
  91586. * @param amountForward defines the distance on the forward axis
  91587. * @returns the new displacement vector
  91588. */
  91589. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91590. /**
  91591. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91592. * Supports definition of mesh facing forward or backward
  91593. * @param flipBack defines the flip
  91594. * @param twirlClockwise defines the twirl
  91595. * @param tiltRight defines the tilt
  91596. * @returns the current mesh
  91597. */
  91598. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91599. /**
  91600. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91601. * Supports definition of mesh facing forward or backward.
  91602. * @param flipBack defines the flip
  91603. * @param twirlClockwise defines the twirl
  91604. * @param tiltRight defines the tilt
  91605. * @returns the new rotation vector
  91606. */
  91607. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91608. /**
  91609. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91610. * This means the mesh underlying bounding box and sphere are recomputed.
  91611. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91612. * @returns the current mesh
  91613. */
  91614. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91615. /** @hidden */
  91616. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91617. /** @hidden */
  91618. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91619. /** @hidden */
  91620. _updateBoundingInfo(): AbstractMesh;
  91621. /** @hidden */
  91622. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91623. /** @hidden */
  91624. protected _afterComputeWorldMatrix(): void;
  91625. /** @hidden */
  91626. readonly _effectiveMesh: AbstractMesh;
  91627. /**
  91628. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91629. * A mesh is in the frustum if its bounding box intersects the frustum
  91630. * @param frustumPlanes defines the frustum to test
  91631. * @returns true if the mesh is in the frustum planes
  91632. */
  91633. isInFrustum(frustumPlanes: Plane[]): boolean;
  91634. /**
  91635. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91636. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91637. * @param frustumPlanes defines the frustum to test
  91638. * @returns true if the mesh is completely in the frustum planes
  91639. */
  91640. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91641. /**
  91642. * True if the mesh intersects another mesh or a SolidParticle object
  91643. * @param mesh defines a target mesh or SolidParticle to test
  91644. * @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)
  91645. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91646. * @returns true if there is an intersection
  91647. */
  91648. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91649. /**
  91650. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91651. * @param point defines the point to test
  91652. * @returns true if there is an intersection
  91653. */
  91654. intersectsPoint(point: Vector3): boolean;
  91655. /**
  91656. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91657. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91658. */
  91659. checkCollisions: boolean;
  91660. /**
  91661. * Gets Collider object used to compute collisions (not physics)
  91662. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91663. */
  91664. readonly collider: Nullable<Collider>;
  91665. /**
  91666. * Move the mesh using collision engine
  91667. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91668. * @param displacement defines the requested displacement vector
  91669. * @returns the current mesh
  91670. */
  91671. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91672. private _onCollisionPositionChange;
  91673. /** @hidden */
  91674. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91675. /** @hidden */
  91676. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91677. /** @hidden */
  91678. _checkCollision(collider: Collider): AbstractMesh;
  91679. /** @hidden */
  91680. _generatePointsArray(): boolean;
  91681. /**
  91682. * Checks if the passed Ray intersects with the mesh
  91683. * @param ray defines the ray to use
  91684. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91685. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91686. * @returns the picking info
  91687. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91688. */
  91689. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91690. /**
  91691. * Clones the current mesh
  91692. * @param name defines the mesh name
  91693. * @param newParent defines the new mesh parent
  91694. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91695. * @returns the new mesh
  91696. */
  91697. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91698. /**
  91699. * Disposes all the submeshes of the current meshnp
  91700. * @returns the current mesh
  91701. */
  91702. releaseSubMeshes(): AbstractMesh;
  91703. /**
  91704. * Releases resources associated with this abstract mesh.
  91705. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91706. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91707. */
  91708. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91709. /**
  91710. * Adds the passed mesh as a child to the current mesh
  91711. * @param mesh defines the child mesh
  91712. * @returns the current mesh
  91713. */
  91714. addChild(mesh: AbstractMesh): AbstractMesh;
  91715. /**
  91716. * Removes the passed mesh from the current mesh children list
  91717. * @param mesh defines the child mesh
  91718. * @returns the current mesh
  91719. */
  91720. removeChild(mesh: AbstractMesh): AbstractMesh;
  91721. /** @hidden */
  91722. private _initFacetData;
  91723. /**
  91724. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91725. * This method can be called within the render loop.
  91726. * 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
  91727. * @returns the current mesh
  91728. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91729. */
  91730. updateFacetData(): AbstractMesh;
  91731. /**
  91732. * Returns the facetLocalNormals array.
  91733. * The normals are expressed in the mesh local spac
  91734. * @returns an array of Vector3
  91735. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91736. */
  91737. getFacetLocalNormals(): Vector3[];
  91738. /**
  91739. * Returns the facetLocalPositions array.
  91740. * The facet positions are expressed in the mesh local space
  91741. * @returns an array of Vector3
  91742. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91743. */
  91744. getFacetLocalPositions(): Vector3[];
  91745. /**
  91746. * Returns the facetLocalPartioning array
  91747. * @returns an array of array of numbers
  91748. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91749. */
  91750. getFacetLocalPartitioning(): number[][];
  91751. /**
  91752. * Returns the i-th facet position in the world system.
  91753. * This method allocates a new Vector3 per call
  91754. * @param i defines the facet index
  91755. * @returns a new Vector3
  91756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91757. */
  91758. getFacetPosition(i: number): Vector3;
  91759. /**
  91760. * Sets the reference Vector3 with the i-th facet position in the world system
  91761. * @param i defines the facet index
  91762. * @param ref defines the target vector
  91763. * @returns the current mesh
  91764. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91765. */
  91766. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91767. /**
  91768. * Returns the i-th facet normal in the world system.
  91769. * This method allocates a new Vector3 per call
  91770. * @param i defines the facet index
  91771. * @returns a new Vector3
  91772. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91773. */
  91774. getFacetNormal(i: number): Vector3;
  91775. /**
  91776. * Sets the reference Vector3 with the i-th facet normal in the world system
  91777. * @param i defines the facet index
  91778. * @param ref defines the target vector
  91779. * @returns the current mesh
  91780. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91781. */
  91782. getFacetNormalToRef(i: number, ref: Vector3): this;
  91783. /**
  91784. * 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)
  91785. * @param x defines x coordinate
  91786. * @param y defines y coordinate
  91787. * @param z defines z coordinate
  91788. * @returns the array of facet indexes
  91789. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91790. */
  91791. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91792. /**
  91793. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91794. * @param projected sets as the (x,y,z) world projection on the facet
  91795. * @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
  91796. * @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
  91797. * @param x defines x coordinate
  91798. * @param y defines y coordinate
  91799. * @param z defines z coordinate
  91800. * @returns the face index if found (or null instead)
  91801. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91802. */
  91803. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91804. /**
  91805. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91806. * @param projected sets as the (x,y,z) local projection on the facet
  91807. * @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
  91808. * @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
  91809. * @param x defines x coordinate
  91810. * @param y defines y coordinate
  91811. * @param z defines z coordinate
  91812. * @returns the face index if found (or null instead)
  91813. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91814. */
  91815. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91816. /**
  91817. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91818. * @returns the parameters
  91819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91820. */
  91821. getFacetDataParameters(): any;
  91822. /**
  91823. * Disables the feature FacetData and frees the related memory
  91824. * @returns the current mesh
  91825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91826. */
  91827. disableFacetData(): AbstractMesh;
  91828. /**
  91829. * Updates the AbstractMesh indices array
  91830. * @param indices defines the data source
  91831. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91832. * @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)
  91833. * @returns the current mesh
  91834. */
  91835. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91836. /**
  91837. * Creates new normals data for the mesh
  91838. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91839. * @returns the current mesh
  91840. */
  91841. createNormals(updatable: boolean): AbstractMesh;
  91842. /**
  91843. * Align the mesh with a normal
  91844. * @param normal defines the normal to use
  91845. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91846. * @returns the current mesh
  91847. */
  91848. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91849. /** @hidden */
  91850. _checkOcclusionQuery(): boolean;
  91851. /**
  91852. * Disables the mesh edge rendering mode
  91853. * @returns the currentAbstractMesh
  91854. */
  91855. disableEdgesRendering(): AbstractMesh;
  91856. /**
  91857. * Enables the edge rendering mode on the mesh.
  91858. * This mode makes the mesh edges visible
  91859. * @param epsilon defines the maximal distance between two angles to detect a face
  91860. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91861. * @returns the currentAbstractMesh
  91862. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91863. */
  91864. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91865. }
  91866. }
  91867. declare module BABYLON {
  91868. /**
  91869. * Interface used to define ActionEvent
  91870. */
  91871. export interface IActionEvent {
  91872. /** The mesh or sprite that triggered the action */
  91873. source: any;
  91874. /** The X mouse cursor position at the time of the event */
  91875. pointerX: number;
  91876. /** The Y mouse cursor position at the time of the event */
  91877. pointerY: number;
  91878. /** The mesh that is currently pointed at (can be null) */
  91879. meshUnderPointer: Nullable<AbstractMesh>;
  91880. /** the original (browser) event that triggered the ActionEvent */
  91881. sourceEvent?: any;
  91882. /** additional data for the event */
  91883. additionalData?: any;
  91884. }
  91885. /**
  91886. * ActionEvent is the event being sent when an action is triggered.
  91887. */
  91888. export class ActionEvent implements IActionEvent {
  91889. /** The mesh or sprite that triggered the action */
  91890. source: any;
  91891. /** The X mouse cursor position at the time of the event */
  91892. pointerX: number;
  91893. /** The Y mouse cursor position at the time of the event */
  91894. pointerY: number;
  91895. /** The mesh that is currently pointed at (can be null) */
  91896. meshUnderPointer: Nullable<AbstractMesh>;
  91897. /** the original (browser) event that triggered the ActionEvent */
  91898. sourceEvent?: any;
  91899. /** additional data for the event */
  91900. additionalData?: any;
  91901. /**
  91902. * Creates a new ActionEvent
  91903. * @param source The mesh or sprite that triggered the action
  91904. * @param pointerX The X mouse cursor position at the time of the event
  91905. * @param pointerY The Y mouse cursor position at the time of the event
  91906. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91907. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91908. * @param additionalData additional data for the event
  91909. */
  91910. constructor(
  91911. /** The mesh or sprite that triggered the action */
  91912. source: any,
  91913. /** The X mouse cursor position at the time of the event */
  91914. pointerX: number,
  91915. /** The Y mouse cursor position at the time of the event */
  91916. pointerY: number,
  91917. /** The mesh that is currently pointed at (can be null) */
  91918. meshUnderPointer: Nullable<AbstractMesh>,
  91919. /** the original (browser) event that triggered the ActionEvent */
  91920. sourceEvent?: any,
  91921. /** additional data for the event */
  91922. additionalData?: any);
  91923. /**
  91924. * Helper function to auto-create an ActionEvent from a source mesh.
  91925. * @param source The source mesh that triggered the event
  91926. * @param evt The original (browser) event
  91927. * @param additionalData additional data for the event
  91928. * @returns the new ActionEvent
  91929. */
  91930. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91931. /**
  91932. * Helper function to auto-create an ActionEvent from a source sprite
  91933. * @param source The source sprite that triggered the event
  91934. * @param scene Scene associated with the sprite
  91935. * @param evt The original (browser) event
  91936. * @param additionalData additional data for the event
  91937. * @returns the new ActionEvent
  91938. */
  91939. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91940. /**
  91941. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91942. * @param scene the scene where the event occurred
  91943. * @param evt The original (browser) event
  91944. * @returns the new ActionEvent
  91945. */
  91946. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91947. /**
  91948. * Helper function to auto-create an ActionEvent from a primitive
  91949. * @param prim defines the target primitive
  91950. * @param pointerPos defines the pointer position
  91951. * @param evt The original (browser) event
  91952. * @param additionalData additional data for the event
  91953. * @returns the new ActionEvent
  91954. */
  91955. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91956. }
  91957. }
  91958. declare module BABYLON {
  91959. /**
  91960. * Abstract class used to decouple action Manager from scene and meshes.
  91961. * Do not instantiate.
  91962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91963. */
  91964. export abstract class AbstractActionManager implements IDisposable {
  91965. /** Gets the list of active triggers */
  91966. static Triggers: {
  91967. [key: string]: number;
  91968. };
  91969. /** Gets the cursor to use when hovering items */
  91970. hoverCursor: string;
  91971. /** Gets the list of actions */
  91972. actions: IAction[];
  91973. /**
  91974. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91975. */
  91976. isRecursive: boolean;
  91977. /**
  91978. * Releases all associated resources
  91979. */
  91980. abstract dispose(): void;
  91981. /**
  91982. * Does this action manager has pointer triggers
  91983. */
  91984. abstract readonly hasPointerTriggers: boolean;
  91985. /**
  91986. * Does this action manager has pick triggers
  91987. */
  91988. abstract readonly hasPickTriggers: boolean;
  91989. /**
  91990. * Process a specific trigger
  91991. * @param trigger defines the trigger to process
  91992. * @param evt defines the event details to be processed
  91993. */
  91994. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91995. /**
  91996. * Does this action manager handles actions of any of the given triggers
  91997. * @param triggers defines the triggers to be tested
  91998. * @return a boolean indicating whether one (or more) of the triggers is handled
  91999. */
  92000. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92001. /**
  92002. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92003. * speed.
  92004. * @param triggerA defines the trigger to be tested
  92005. * @param triggerB defines the trigger to be tested
  92006. * @return a boolean indicating whether one (or more) of the triggers is handled
  92007. */
  92008. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92009. /**
  92010. * Does this action manager handles actions of a given trigger
  92011. * @param trigger defines the trigger to be tested
  92012. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92013. * @return whether the trigger is handled
  92014. */
  92015. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92016. /**
  92017. * Serialize this manager to a JSON object
  92018. * @param name defines the property name to store this manager
  92019. * @returns a JSON representation of this manager
  92020. */
  92021. abstract serialize(name: string): any;
  92022. /**
  92023. * Registers an action to this action manager
  92024. * @param action defines the action to be registered
  92025. * @return the action amended (prepared) after registration
  92026. */
  92027. abstract registerAction(action: IAction): Nullable<IAction>;
  92028. /**
  92029. * Unregisters an action to this action manager
  92030. * @param action defines the action to be unregistered
  92031. * @return a boolean indicating whether the action has been unregistered
  92032. */
  92033. abstract unregisterAction(action: IAction): Boolean;
  92034. /**
  92035. * Does exist one action manager with at least one trigger
  92036. **/
  92037. static readonly HasTriggers: boolean;
  92038. /**
  92039. * Does exist one action manager with at least one pick trigger
  92040. **/
  92041. static readonly HasPickTriggers: boolean;
  92042. /**
  92043. * Does exist one action manager that handles actions of a given trigger
  92044. * @param trigger defines the trigger to be tested
  92045. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92046. **/
  92047. static HasSpecificTrigger(trigger: number): boolean;
  92048. }
  92049. }
  92050. declare module BABYLON {
  92051. /**
  92052. * Defines how a node can be built from a string name.
  92053. */
  92054. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92055. /**
  92056. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92057. */
  92058. export class Node implements IBehaviorAware<Node> {
  92059. /** @hidden */
  92060. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92061. private static _NodeConstructors;
  92062. /**
  92063. * Add a new node constructor
  92064. * @param type defines the type name of the node to construct
  92065. * @param constructorFunc defines the constructor function
  92066. */
  92067. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92068. /**
  92069. * Returns a node constructor based on type name
  92070. * @param type defines the type name
  92071. * @param name defines the new node name
  92072. * @param scene defines the hosting scene
  92073. * @param options defines optional options to transmit to constructors
  92074. * @returns the new constructor or null
  92075. */
  92076. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92077. /**
  92078. * Gets or sets the name of the node
  92079. */
  92080. name: string;
  92081. /**
  92082. * Gets or sets the id of the node
  92083. */
  92084. id: string;
  92085. /**
  92086. * Gets or sets the unique id of the node
  92087. */
  92088. uniqueId: number;
  92089. /**
  92090. * Gets or sets a string used to store user defined state for the node
  92091. */
  92092. state: string;
  92093. /**
  92094. * Gets or sets an object used to store user defined information for the node
  92095. */
  92096. metadata: any;
  92097. /**
  92098. * For internal use only. Please do not use.
  92099. */
  92100. reservedDataStore: any;
  92101. /**
  92102. * List of inspectable custom properties (used by the Inspector)
  92103. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92104. */
  92105. inspectableCustomProperties: IInspectable[];
  92106. /**
  92107. * Gets or sets a boolean used to define if the node must be serialized
  92108. */
  92109. doNotSerialize: boolean;
  92110. /** @hidden */
  92111. _isDisposed: boolean;
  92112. /**
  92113. * Gets a list of Animations associated with the node
  92114. */
  92115. animations: Animation[];
  92116. protected _ranges: {
  92117. [name: string]: Nullable<AnimationRange>;
  92118. };
  92119. /**
  92120. * Callback raised when the node is ready to be used
  92121. */
  92122. onReady: Nullable<(node: Node) => void>;
  92123. private _isEnabled;
  92124. private _isParentEnabled;
  92125. private _isReady;
  92126. /** @hidden */
  92127. _currentRenderId: number;
  92128. private _parentUpdateId;
  92129. /** @hidden */
  92130. _childUpdateId: number;
  92131. /** @hidden */
  92132. _waitingParentId: Nullable<string>;
  92133. /** @hidden */
  92134. _scene: Scene;
  92135. /** @hidden */
  92136. _cache: any;
  92137. private _parentNode;
  92138. private _children;
  92139. /** @hidden */
  92140. _worldMatrix: Matrix;
  92141. /** @hidden */
  92142. _worldMatrixDeterminant: number;
  92143. /** @hidden */
  92144. _worldMatrixDeterminantIsDirty: boolean;
  92145. /** @hidden */
  92146. private _sceneRootNodesIndex;
  92147. /**
  92148. * Gets a boolean indicating if the node has been disposed
  92149. * @returns true if the node was disposed
  92150. */
  92151. isDisposed(): boolean;
  92152. /**
  92153. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92154. * @see https://doc.babylonjs.com/how_to/parenting
  92155. */
  92156. parent: Nullable<Node>;
  92157. private addToSceneRootNodes;
  92158. private removeFromSceneRootNodes;
  92159. private _animationPropertiesOverride;
  92160. /**
  92161. * Gets or sets the animation properties override
  92162. */
  92163. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92164. /**
  92165. * Gets a string idenfifying the name of the class
  92166. * @returns "Node" string
  92167. */
  92168. getClassName(): string;
  92169. /** @hidden */
  92170. readonly _isNode: boolean;
  92171. /**
  92172. * An event triggered when the mesh is disposed
  92173. */
  92174. onDisposeObservable: Observable<Node>;
  92175. private _onDisposeObserver;
  92176. /**
  92177. * Sets a callback that will be raised when the node will be disposed
  92178. */
  92179. onDispose: () => void;
  92180. /**
  92181. * Creates a new Node
  92182. * @param name the name and id to be given to this node
  92183. * @param scene the scene this node will be added to
  92184. * @param addToRootNodes the node will be added to scene.rootNodes
  92185. */
  92186. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92187. /**
  92188. * Gets the scene of the node
  92189. * @returns a scene
  92190. */
  92191. getScene(): Scene;
  92192. /**
  92193. * Gets the engine of the node
  92194. * @returns a Engine
  92195. */
  92196. getEngine(): Engine;
  92197. private _behaviors;
  92198. /**
  92199. * Attach a behavior to the node
  92200. * @see http://doc.babylonjs.com/features/behaviour
  92201. * @param behavior defines the behavior to attach
  92202. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92203. * @returns the current Node
  92204. */
  92205. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92206. /**
  92207. * Remove an attached behavior
  92208. * @see http://doc.babylonjs.com/features/behaviour
  92209. * @param behavior defines the behavior to attach
  92210. * @returns the current Node
  92211. */
  92212. removeBehavior(behavior: Behavior<Node>): Node;
  92213. /**
  92214. * Gets the list of attached behaviors
  92215. * @see http://doc.babylonjs.com/features/behaviour
  92216. */
  92217. readonly behaviors: Behavior<Node>[];
  92218. /**
  92219. * Gets an attached behavior by name
  92220. * @param name defines the name of the behavior to look for
  92221. * @see http://doc.babylonjs.com/features/behaviour
  92222. * @returns null if behavior was not found else the requested behavior
  92223. */
  92224. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92225. /**
  92226. * Returns the latest update of the World matrix
  92227. * @returns a Matrix
  92228. */
  92229. getWorldMatrix(): Matrix;
  92230. /** @hidden */
  92231. _getWorldMatrixDeterminant(): number;
  92232. /**
  92233. * Returns directly the latest state of the mesh World matrix.
  92234. * A Matrix is returned.
  92235. */
  92236. readonly worldMatrixFromCache: Matrix;
  92237. /** @hidden */
  92238. _initCache(): void;
  92239. /** @hidden */
  92240. updateCache(force?: boolean): void;
  92241. /** @hidden */
  92242. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92243. /** @hidden */
  92244. _updateCache(ignoreParentClass?: boolean): void;
  92245. /** @hidden */
  92246. _isSynchronized(): boolean;
  92247. /** @hidden */
  92248. _markSyncedWithParent(): void;
  92249. /** @hidden */
  92250. isSynchronizedWithParent(): boolean;
  92251. /** @hidden */
  92252. isSynchronized(): boolean;
  92253. /**
  92254. * Is this node ready to be used/rendered
  92255. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92256. * @return true if the node is ready
  92257. */
  92258. isReady(completeCheck?: boolean): boolean;
  92259. /**
  92260. * Is this node enabled?
  92261. * 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
  92262. * @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
  92263. * @return whether this node (and its parent) is enabled
  92264. */
  92265. isEnabled(checkAncestors?: boolean): boolean;
  92266. /** @hidden */
  92267. protected _syncParentEnabledState(): void;
  92268. /**
  92269. * Set the enabled state of this node
  92270. * @param value defines the new enabled state
  92271. */
  92272. setEnabled(value: boolean): void;
  92273. /**
  92274. * Is this node a descendant of the given node?
  92275. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92276. * @param ancestor defines the parent node to inspect
  92277. * @returns a boolean indicating if this node is a descendant of the given node
  92278. */
  92279. isDescendantOf(ancestor: Node): boolean;
  92280. /** @hidden */
  92281. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92282. /**
  92283. * Will return all nodes that have this node as ascendant
  92284. * @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
  92285. * @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
  92286. * @return all children nodes of all types
  92287. */
  92288. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92289. /**
  92290. * Get all child-meshes of this node
  92291. * @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)
  92292. * @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
  92293. * @returns an array of AbstractMesh
  92294. */
  92295. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92296. /**
  92297. * Get all direct children of this node
  92298. * @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
  92299. * @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)
  92300. * @returns an array of Node
  92301. */
  92302. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92303. /** @hidden */
  92304. _setReady(state: boolean): void;
  92305. /**
  92306. * Get an animation by name
  92307. * @param name defines the name of the animation to look for
  92308. * @returns null if not found else the requested animation
  92309. */
  92310. getAnimationByName(name: string): Nullable<Animation>;
  92311. /**
  92312. * Creates an animation range for this node
  92313. * @param name defines the name of the range
  92314. * @param from defines the starting key
  92315. * @param to defines the end key
  92316. */
  92317. createAnimationRange(name: string, from: number, to: number): void;
  92318. /**
  92319. * Delete a specific animation range
  92320. * @param name defines the name of the range to delete
  92321. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92322. */
  92323. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92324. /**
  92325. * Get an animation range by name
  92326. * @param name defines the name of the animation range to look for
  92327. * @returns null if not found else the requested animation range
  92328. */
  92329. getAnimationRange(name: string): Nullable<AnimationRange>;
  92330. /**
  92331. * Gets the list of all animation ranges defined on this node
  92332. * @returns an array
  92333. */
  92334. getAnimationRanges(): Nullable<AnimationRange>[];
  92335. /**
  92336. * Will start the animation sequence
  92337. * @param name defines the range frames for animation sequence
  92338. * @param loop defines if the animation should loop (false by default)
  92339. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92340. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92341. * @returns the object created for this animation. If range does not exist, it will return null
  92342. */
  92343. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92344. /**
  92345. * Serialize animation ranges into a JSON compatible object
  92346. * @returns serialization object
  92347. */
  92348. serializeAnimationRanges(): any;
  92349. /**
  92350. * Computes the world matrix of the node
  92351. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92352. * @returns the world matrix
  92353. */
  92354. computeWorldMatrix(force?: boolean): Matrix;
  92355. /**
  92356. * Releases resources associated with this node.
  92357. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92358. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92359. */
  92360. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92361. /**
  92362. * Parse animation range data from a serialization object and store them into a given node
  92363. * @param node defines where to store the animation ranges
  92364. * @param parsedNode defines the serialization object to read data from
  92365. * @param scene defines the hosting scene
  92366. */
  92367. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92368. /**
  92369. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92370. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92371. * @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
  92372. * @returns the new bounding vectors
  92373. */
  92374. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92375. min: Vector3;
  92376. max: Vector3;
  92377. };
  92378. }
  92379. }
  92380. declare module BABYLON {
  92381. /**
  92382. * @hidden
  92383. */
  92384. export class _IAnimationState {
  92385. key: number;
  92386. repeatCount: number;
  92387. workValue?: any;
  92388. loopMode?: number;
  92389. offsetValue?: any;
  92390. highLimitValue?: any;
  92391. }
  92392. /**
  92393. * Class used to store any kind of animation
  92394. */
  92395. export class Animation {
  92396. /**Name of the animation */
  92397. name: string;
  92398. /**Property to animate */
  92399. targetProperty: string;
  92400. /**The frames per second of the animation */
  92401. framePerSecond: number;
  92402. /**The data type of the animation */
  92403. dataType: number;
  92404. /**The loop mode of the animation */
  92405. loopMode?: number | undefined;
  92406. /**Specifies if blending should be enabled */
  92407. enableBlending?: boolean | undefined;
  92408. /**
  92409. * Use matrix interpolation instead of using direct key value when animating matrices
  92410. */
  92411. static AllowMatricesInterpolation: boolean;
  92412. /**
  92413. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92414. */
  92415. static AllowMatrixDecomposeForInterpolation: boolean;
  92416. /**
  92417. * Stores the key frames of the animation
  92418. */
  92419. private _keys;
  92420. /**
  92421. * Stores the easing function of the animation
  92422. */
  92423. private _easingFunction;
  92424. /**
  92425. * @hidden Internal use only
  92426. */
  92427. _runtimeAnimations: RuntimeAnimation[];
  92428. /**
  92429. * The set of event that will be linked to this animation
  92430. */
  92431. private _events;
  92432. /**
  92433. * Stores an array of target property paths
  92434. */
  92435. targetPropertyPath: string[];
  92436. /**
  92437. * Stores the blending speed of the animation
  92438. */
  92439. blendingSpeed: number;
  92440. /**
  92441. * Stores the animation ranges for the animation
  92442. */
  92443. private _ranges;
  92444. /**
  92445. * @hidden Internal use
  92446. */
  92447. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92448. /**
  92449. * Sets up an animation
  92450. * @param property The property to animate
  92451. * @param animationType The animation type to apply
  92452. * @param framePerSecond The frames per second of the animation
  92453. * @param easingFunction The easing function used in the animation
  92454. * @returns The created animation
  92455. */
  92456. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92457. /**
  92458. * Create and start an animation on a node
  92459. * @param name defines the name of the global animation that will be run on all nodes
  92460. * @param node defines the root node where the animation will take place
  92461. * @param targetProperty defines property to animate
  92462. * @param framePerSecond defines the number of frame per second yo use
  92463. * @param totalFrame defines the number of frames in total
  92464. * @param from defines the initial value
  92465. * @param to defines the final value
  92466. * @param loopMode defines which loop mode you want to use (off by default)
  92467. * @param easingFunction defines the easing function to use (linear by default)
  92468. * @param onAnimationEnd defines the callback to call when animation end
  92469. * @returns the animatable created for this animation
  92470. */
  92471. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92472. /**
  92473. * Create and start an animation on a node and its descendants
  92474. * @param name defines the name of the global animation that will be run on all nodes
  92475. * @param node defines the root node where the animation will take place
  92476. * @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
  92477. * @param targetProperty defines property to animate
  92478. * @param framePerSecond defines the number of frame per second to use
  92479. * @param totalFrame defines the number of frames in total
  92480. * @param from defines the initial value
  92481. * @param to defines the final value
  92482. * @param loopMode defines which loop mode you want to use (off by default)
  92483. * @param easingFunction defines the easing function to use (linear by default)
  92484. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92485. * @returns the list of animatables created for all nodes
  92486. * @example https://www.babylonjs-playground.com/#MH0VLI
  92487. */
  92488. 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[]>;
  92489. /**
  92490. * Creates a new animation, merges it with the existing animations and starts it
  92491. * @param name Name of the animation
  92492. * @param node Node which contains the scene that begins the animations
  92493. * @param targetProperty Specifies which property to animate
  92494. * @param framePerSecond The frames per second of the animation
  92495. * @param totalFrame The total number of frames
  92496. * @param from The frame at the beginning of the animation
  92497. * @param to The frame at the end of the animation
  92498. * @param loopMode Specifies the loop mode of the animation
  92499. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92500. * @param onAnimationEnd Callback to run once the animation is complete
  92501. * @returns Nullable animation
  92502. */
  92503. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92504. /**
  92505. * Transition property of an host to the target Value
  92506. * @param property The property to transition
  92507. * @param targetValue The target Value of the property
  92508. * @param host The object where the property to animate belongs
  92509. * @param scene Scene used to run the animation
  92510. * @param frameRate Framerate (in frame/s) to use
  92511. * @param transition The transition type we want to use
  92512. * @param duration The duration of the animation, in milliseconds
  92513. * @param onAnimationEnd Callback trigger at the end of the animation
  92514. * @returns Nullable animation
  92515. */
  92516. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92517. /**
  92518. * Return the array of runtime animations currently using this animation
  92519. */
  92520. readonly runtimeAnimations: RuntimeAnimation[];
  92521. /**
  92522. * Specifies if any of the runtime animations are currently running
  92523. */
  92524. readonly hasRunningRuntimeAnimations: boolean;
  92525. /**
  92526. * Initializes the animation
  92527. * @param name Name of the animation
  92528. * @param targetProperty Property to animate
  92529. * @param framePerSecond The frames per second of the animation
  92530. * @param dataType The data type of the animation
  92531. * @param loopMode The loop mode of the animation
  92532. * @param enableBlending Specifies if blending should be enabled
  92533. */
  92534. constructor(
  92535. /**Name of the animation */
  92536. name: string,
  92537. /**Property to animate */
  92538. targetProperty: string,
  92539. /**The frames per second of the animation */
  92540. framePerSecond: number,
  92541. /**The data type of the animation */
  92542. dataType: number,
  92543. /**The loop mode of the animation */
  92544. loopMode?: number | undefined,
  92545. /**Specifies if blending should be enabled */
  92546. enableBlending?: boolean | undefined);
  92547. /**
  92548. * Converts the animation to a string
  92549. * @param fullDetails support for multiple levels of logging within scene loading
  92550. * @returns String form of the animation
  92551. */
  92552. toString(fullDetails?: boolean): string;
  92553. /**
  92554. * Add an event to this animation
  92555. * @param event Event to add
  92556. */
  92557. addEvent(event: AnimationEvent): void;
  92558. /**
  92559. * Remove all events found at the given frame
  92560. * @param frame The frame to remove events from
  92561. */
  92562. removeEvents(frame: number): void;
  92563. /**
  92564. * Retrieves all the events from the animation
  92565. * @returns Events from the animation
  92566. */
  92567. getEvents(): AnimationEvent[];
  92568. /**
  92569. * Creates an animation range
  92570. * @param name Name of the animation range
  92571. * @param from Starting frame of the animation range
  92572. * @param to Ending frame of the animation
  92573. */
  92574. createRange(name: string, from: number, to: number): void;
  92575. /**
  92576. * Deletes an animation range by name
  92577. * @param name Name of the animation range to delete
  92578. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92579. */
  92580. deleteRange(name: string, deleteFrames?: boolean): void;
  92581. /**
  92582. * Gets the animation range by name, or null if not defined
  92583. * @param name Name of the animation range
  92584. * @returns Nullable animation range
  92585. */
  92586. getRange(name: string): Nullable<AnimationRange>;
  92587. /**
  92588. * Gets the key frames from the animation
  92589. * @returns The key frames of the animation
  92590. */
  92591. getKeys(): Array<IAnimationKey>;
  92592. /**
  92593. * Gets the highest frame rate of the animation
  92594. * @returns Highest frame rate of the animation
  92595. */
  92596. getHighestFrame(): number;
  92597. /**
  92598. * Gets the easing function of the animation
  92599. * @returns Easing function of the animation
  92600. */
  92601. getEasingFunction(): IEasingFunction;
  92602. /**
  92603. * Sets the easing function of the animation
  92604. * @param easingFunction A custom mathematical formula for animation
  92605. */
  92606. setEasingFunction(easingFunction: EasingFunction): void;
  92607. /**
  92608. * Interpolates a scalar linearly
  92609. * @param startValue Start value of the animation curve
  92610. * @param endValue End value of the animation curve
  92611. * @param gradient Scalar amount to interpolate
  92612. * @returns Interpolated scalar value
  92613. */
  92614. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92615. /**
  92616. * Interpolates a scalar cubically
  92617. * @param startValue Start value of the animation curve
  92618. * @param outTangent End tangent of the animation
  92619. * @param endValue End value of the animation curve
  92620. * @param inTangent Start tangent of the animation curve
  92621. * @param gradient Scalar amount to interpolate
  92622. * @returns Interpolated scalar value
  92623. */
  92624. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92625. /**
  92626. * Interpolates a quaternion using a spherical linear interpolation
  92627. * @param startValue Start value of the animation curve
  92628. * @param endValue End value of the animation curve
  92629. * @param gradient Scalar amount to interpolate
  92630. * @returns Interpolated quaternion value
  92631. */
  92632. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92633. /**
  92634. * Interpolates a quaternion cubically
  92635. * @param startValue Start value of the animation curve
  92636. * @param outTangent End tangent of the animation curve
  92637. * @param endValue End value of the animation curve
  92638. * @param inTangent Start tangent of the animation curve
  92639. * @param gradient Scalar amount to interpolate
  92640. * @returns Interpolated quaternion value
  92641. */
  92642. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92643. /**
  92644. * Interpolates a Vector3 linearl
  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. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92651. /**
  92652. * Interpolates a Vector3 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 InterpolatedVector3 value
  92659. */
  92660. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92661. /**
  92662. * Interpolates a Vector2 linearly
  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 Vector2 value
  92667. */
  92668. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92669. /**
  92670. * Interpolates a Vector2 cubically
  92671. * @param startValue Start value of the animation curve
  92672. * @param outTangent End tangent of the animation
  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 Vector2 value
  92677. */
  92678. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92679. /**
  92680. * Interpolates a size linearly
  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 Size value
  92685. */
  92686. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92687. /**
  92688. * Interpolates a Color3 linearly
  92689. * @param startValue Start value of the animation curve
  92690. * @param endValue End value of the animation curve
  92691. * @param gradient Scalar amount to interpolate
  92692. * @returns Interpolated Color3 value
  92693. */
  92694. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92695. /**
  92696. * @hidden Internal use only
  92697. */
  92698. _getKeyValue(value: any): any;
  92699. /**
  92700. * @hidden Internal use only
  92701. */
  92702. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92703. /**
  92704. * Defines the function to use to interpolate matrices
  92705. * @param startValue defines the start matrix
  92706. * @param endValue defines the end matrix
  92707. * @param gradient defines the gradient between both matrices
  92708. * @param result defines an optional target matrix where to store the interpolation
  92709. * @returns the interpolated matrix
  92710. */
  92711. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92712. /**
  92713. * Makes a copy of the animation
  92714. * @returns Cloned animation
  92715. */
  92716. clone(): Animation;
  92717. /**
  92718. * Sets the key frames of the animation
  92719. * @param values The animation key frames to set
  92720. */
  92721. setKeys(values: Array<IAnimationKey>): void;
  92722. /**
  92723. * Serializes the animation to an object
  92724. * @returns Serialized object
  92725. */
  92726. serialize(): any;
  92727. /**
  92728. * Float animation type
  92729. */
  92730. private static _ANIMATIONTYPE_FLOAT;
  92731. /**
  92732. * Vector3 animation type
  92733. */
  92734. private static _ANIMATIONTYPE_VECTOR3;
  92735. /**
  92736. * Quaternion animation type
  92737. */
  92738. private static _ANIMATIONTYPE_QUATERNION;
  92739. /**
  92740. * Matrix animation type
  92741. */
  92742. private static _ANIMATIONTYPE_MATRIX;
  92743. /**
  92744. * Color3 animation type
  92745. */
  92746. private static _ANIMATIONTYPE_COLOR3;
  92747. /**
  92748. * Vector2 animation type
  92749. */
  92750. private static _ANIMATIONTYPE_VECTOR2;
  92751. /**
  92752. * Size animation type
  92753. */
  92754. private static _ANIMATIONTYPE_SIZE;
  92755. /**
  92756. * Relative Loop Mode
  92757. */
  92758. private static _ANIMATIONLOOPMODE_RELATIVE;
  92759. /**
  92760. * Cycle Loop Mode
  92761. */
  92762. private static _ANIMATIONLOOPMODE_CYCLE;
  92763. /**
  92764. * Constant Loop Mode
  92765. */
  92766. private static _ANIMATIONLOOPMODE_CONSTANT;
  92767. /**
  92768. * Get the float animation type
  92769. */
  92770. static readonly ANIMATIONTYPE_FLOAT: number;
  92771. /**
  92772. * Get the Vector3 animation type
  92773. */
  92774. static readonly ANIMATIONTYPE_VECTOR3: number;
  92775. /**
  92776. * Get the Vector2 animation type
  92777. */
  92778. static readonly ANIMATIONTYPE_VECTOR2: number;
  92779. /**
  92780. * Get the Size animation type
  92781. */
  92782. static readonly ANIMATIONTYPE_SIZE: number;
  92783. /**
  92784. * Get the Quaternion animation type
  92785. */
  92786. static readonly ANIMATIONTYPE_QUATERNION: number;
  92787. /**
  92788. * Get the Matrix animation type
  92789. */
  92790. static readonly ANIMATIONTYPE_MATRIX: number;
  92791. /**
  92792. * Get the Color3 animation type
  92793. */
  92794. static readonly ANIMATIONTYPE_COLOR3: number;
  92795. /**
  92796. * Get the Relative Loop Mode
  92797. */
  92798. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92799. /**
  92800. * Get the Cycle Loop Mode
  92801. */
  92802. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92803. /**
  92804. * Get the Constant Loop Mode
  92805. */
  92806. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92807. /** @hidden */
  92808. static _UniversalLerp(left: any, right: any, amount: number): any;
  92809. /**
  92810. * Parses an animation object and creates an animation
  92811. * @param parsedAnimation Parsed animation object
  92812. * @returns Animation object
  92813. */
  92814. static Parse(parsedAnimation: any): Animation;
  92815. /**
  92816. * Appends the serialized animations from the source animations
  92817. * @param source Source containing the animations
  92818. * @param destination Target to store the animations
  92819. */
  92820. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92821. }
  92822. }
  92823. declare module BABYLON {
  92824. /**
  92825. * Interface containing an array of animations
  92826. */
  92827. export interface IAnimatable {
  92828. /**
  92829. * Array of animations
  92830. */
  92831. animations: Nullable<Array<Animation>>;
  92832. }
  92833. }
  92834. declare module BABYLON {
  92835. /**
  92836. * This represents all the required information to add a fresnel effect on a material:
  92837. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92838. */
  92839. export class FresnelParameters {
  92840. private _isEnabled;
  92841. /**
  92842. * Define if the fresnel effect is enable or not.
  92843. */
  92844. isEnabled: boolean;
  92845. /**
  92846. * Define the color used on edges (grazing angle)
  92847. */
  92848. leftColor: Color3;
  92849. /**
  92850. * Define the color used on center
  92851. */
  92852. rightColor: Color3;
  92853. /**
  92854. * Define bias applied to computed fresnel term
  92855. */
  92856. bias: number;
  92857. /**
  92858. * Defined the power exponent applied to fresnel term
  92859. */
  92860. power: number;
  92861. /**
  92862. * Clones the current fresnel and its valuues
  92863. * @returns a clone fresnel configuration
  92864. */
  92865. clone(): FresnelParameters;
  92866. /**
  92867. * Serializes the current fresnel parameters to a JSON representation.
  92868. * @return the JSON serialization
  92869. */
  92870. serialize(): any;
  92871. /**
  92872. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92873. * @param parsedFresnelParameters Define the JSON representation
  92874. * @returns the parsed parameters
  92875. */
  92876. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92877. }
  92878. }
  92879. declare module BABYLON {
  92880. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92881. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92882. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92883. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92884. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92885. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92886. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92887. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92888. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92889. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92890. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92891. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92892. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92893. /**
  92894. * Decorator used to define property that can be serialized as reference to a camera
  92895. * @param sourceName defines the name of the property to decorate
  92896. */
  92897. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92898. /**
  92899. * Class used to help serialization objects
  92900. */
  92901. export class SerializationHelper {
  92902. /** @hidden */
  92903. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92904. /** @hidden */
  92905. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92906. /** @hidden */
  92907. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92908. /** @hidden */
  92909. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92910. /**
  92911. * Appends the serialized animations from the source animations
  92912. * @param source Source containing the animations
  92913. * @param destination Target to store the animations
  92914. */
  92915. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92916. /**
  92917. * Static function used to serialized a specific entity
  92918. * @param entity defines the entity to serialize
  92919. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92920. * @returns a JSON compatible object representing the serialization of the entity
  92921. */
  92922. static Serialize<T>(entity: T, serializationObject?: any): any;
  92923. /**
  92924. * Creates a new entity from a serialization data object
  92925. * @param creationFunction defines a function used to instanciated the new entity
  92926. * @param source defines the source serialization data
  92927. * @param scene defines the hosting scene
  92928. * @param rootUrl defines the root url for resources
  92929. * @returns a new entity
  92930. */
  92931. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92932. /**
  92933. * Clones an object
  92934. * @param creationFunction defines the function used to instanciate the new object
  92935. * @param source defines the source object
  92936. * @returns the cloned object
  92937. */
  92938. static Clone<T>(creationFunction: () => T, source: T): T;
  92939. /**
  92940. * Instanciates a new object based on a source one (some data will be shared between both object)
  92941. * @param creationFunction defines the function used to instanciate the new object
  92942. * @param source defines the source object
  92943. * @returns the new object
  92944. */
  92945. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92946. }
  92947. }
  92948. declare module BABYLON {
  92949. /**
  92950. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92951. */
  92952. export interface CubeMapInfo {
  92953. /**
  92954. * The pixel array for the front face.
  92955. * This is stored in format, left to right, up to down format.
  92956. */
  92957. front: Nullable<ArrayBufferView>;
  92958. /**
  92959. * The pixel array for the back face.
  92960. * This is stored in format, left to right, up to down format.
  92961. */
  92962. back: Nullable<ArrayBufferView>;
  92963. /**
  92964. * The pixel array for the left face.
  92965. * This is stored in format, left to right, up to down format.
  92966. */
  92967. left: Nullable<ArrayBufferView>;
  92968. /**
  92969. * The pixel array for the right face.
  92970. * This is stored in format, left to right, up to down format.
  92971. */
  92972. right: Nullable<ArrayBufferView>;
  92973. /**
  92974. * The pixel array for the up face.
  92975. * This is stored in format, left to right, up to down format.
  92976. */
  92977. up: Nullable<ArrayBufferView>;
  92978. /**
  92979. * The pixel array for the down face.
  92980. * This is stored in format, left to right, up to down format.
  92981. */
  92982. down: Nullable<ArrayBufferView>;
  92983. /**
  92984. * The size of the cubemap stored.
  92985. *
  92986. * Each faces will be size * size pixels.
  92987. */
  92988. size: number;
  92989. /**
  92990. * The format of the texture.
  92991. *
  92992. * RGBA, RGB.
  92993. */
  92994. format: number;
  92995. /**
  92996. * The type of the texture data.
  92997. *
  92998. * UNSIGNED_INT, FLOAT.
  92999. */
  93000. type: number;
  93001. /**
  93002. * Specifies whether the texture is in gamma space.
  93003. */
  93004. gammaSpace: boolean;
  93005. }
  93006. /**
  93007. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93008. */
  93009. export class PanoramaToCubeMapTools {
  93010. private static FACE_FRONT;
  93011. private static FACE_BACK;
  93012. private static FACE_RIGHT;
  93013. private static FACE_LEFT;
  93014. private static FACE_DOWN;
  93015. private static FACE_UP;
  93016. /**
  93017. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93018. *
  93019. * @param float32Array The source data.
  93020. * @param inputWidth The width of the input panorama.
  93021. * @param inputHeight The height of the input panorama.
  93022. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93023. * @return The cubemap data
  93024. */
  93025. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93026. private static CreateCubemapTexture;
  93027. private static CalcProjectionSpherical;
  93028. }
  93029. }
  93030. declare module BABYLON {
  93031. /**
  93032. * Helper class dealing with the extraction of spherical polynomial dataArray
  93033. * from a cube map.
  93034. */
  93035. export class CubeMapToSphericalPolynomialTools {
  93036. private static FileFaces;
  93037. /**
  93038. * Converts a texture to the according Spherical Polynomial data.
  93039. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93040. *
  93041. * @param texture The texture to extract the information from.
  93042. * @return The Spherical Polynomial data.
  93043. */
  93044. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93045. /**
  93046. * Converts a cubemap to the according Spherical Polynomial data.
  93047. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93048. *
  93049. * @param cubeInfo The Cube map to extract the information from.
  93050. * @return The Spherical Polynomial data.
  93051. */
  93052. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93053. }
  93054. }
  93055. declare module BABYLON {
  93056. /**
  93057. * Class used to manipulate GUIDs
  93058. */
  93059. export class GUID {
  93060. /**
  93061. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93062. * Be aware Math.random() could cause collisions, but:
  93063. * "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"
  93064. * @returns a pseudo random id
  93065. */
  93066. static RandomId(): string;
  93067. }
  93068. }
  93069. declare module BABYLON {
  93070. /**
  93071. * Base class of all the textures in babylon.
  93072. * It groups all the common properties the materials, post process, lights... might need
  93073. * in order to make a correct use of the texture.
  93074. */
  93075. export class BaseTexture implements IAnimatable {
  93076. /**
  93077. * Default anisotropic filtering level for the application.
  93078. * It is set to 4 as a good tradeoff between perf and quality.
  93079. */
  93080. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93081. /**
  93082. * Gets or sets the unique id of the texture
  93083. */
  93084. uniqueId: number;
  93085. /**
  93086. * Define the name of the texture.
  93087. */
  93088. name: string;
  93089. /**
  93090. * Gets or sets an object used to store user defined information.
  93091. */
  93092. metadata: any;
  93093. /**
  93094. * For internal use only. Please do not use.
  93095. */
  93096. reservedDataStore: any;
  93097. private _hasAlpha;
  93098. /**
  93099. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93100. */
  93101. hasAlpha: boolean;
  93102. /**
  93103. * Defines if the alpha value should be determined via the rgb values.
  93104. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93105. */
  93106. getAlphaFromRGB: boolean;
  93107. /**
  93108. * Intensity or strength of the texture.
  93109. * It is commonly used by materials to fine tune the intensity of the texture
  93110. */
  93111. level: number;
  93112. /**
  93113. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93114. * This is part of the texture as textures usually maps to one uv set.
  93115. */
  93116. coordinatesIndex: number;
  93117. private _coordinatesMode;
  93118. /**
  93119. * How a texture is mapped.
  93120. *
  93121. * | Value | Type | Description |
  93122. * | ----- | ----------------------------------- | ----------- |
  93123. * | 0 | EXPLICIT_MODE | |
  93124. * | 1 | SPHERICAL_MODE | |
  93125. * | 2 | PLANAR_MODE | |
  93126. * | 3 | CUBIC_MODE | |
  93127. * | 4 | PROJECTION_MODE | |
  93128. * | 5 | SKYBOX_MODE | |
  93129. * | 6 | INVCUBIC_MODE | |
  93130. * | 7 | EQUIRECTANGULAR_MODE | |
  93131. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93132. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93133. */
  93134. coordinatesMode: number;
  93135. /**
  93136. * | Value | Type | Description |
  93137. * | ----- | ------------------ | ----------- |
  93138. * | 0 | CLAMP_ADDRESSMODE | |
  93139. * | 1 | WRAP_ADDRESSMODE | |
  93140. * | 2 | MIRROR_ADDRESSMODE | |
  93141. */
  93142. wrapU: number;
  93143. /**
  93144. * | Value | Type | Description |
  93145. * | ----- | ------------------ | ----------- |
  93146. * | 0 | CLAMP_ADDRESSMODE | |
  93147. * | 1 | WRAP_ADDRESSMODE | |
  93148. * | 2 | MIRROR_ADDRESSMODE | |
  93149. */
  93150. wrapV: number;
  93151. /**
  93152. * | Value | Type | Description |
  93153. * | ----- | ------------------ | ----------- |
  93154. * | 0 | CLAMP_ADDRESSMODE | |
  93155. * | 1 | WRAP_ADDRESSMODE | |
  93156. * | 2 | MIRROR_ADDRESSMODE | |
  93157. */
  93158. wrapR: number;
  93159. /**
  93160. * With compliant hardware and browser (supporting anisotropic filtering)
  93161. * this defines the level of anisotropic filtering in the texture.
  93162. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93163. */
  93164. anisotropicFilteringLevel: number;
  93165. /**
  93166. * Define if the texture is a cube texture or if false a 2d texture.
  93167. */
  93168. isCube: boolean;
  93169. /**
  93170. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93171. */
  93172. is3D: boolean;
  93173. /**
  93174. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93175. * HDR texture are usually stored in linear space.
  93176. * This only impacts the PBR and Background materials
  93177. */
  93178. gammaSpace: boolean;
  93179. /**
  93180. * Gets whether or not the texture contains RGBD data.
  93181. */
  93182. readonly isRGBD: boolean;
  93183. /**
  93184. * Is Z inverted in the texture (useful in a cube texture).
  93185. */
  93186. invertZ: boolean;
  93187. /**
  93188. * Are mip maps generated for this texture or not.
  93189. */
  93190. readonly noMipmap: boolean;
  93191. /**
  93192. * @hidden
  93193. */
  93194. lodLevelInAlpha: boolean;
  93195. /**
  93196. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93197. */
  93198. lodGenerationOffset: number;
  93199. /**
  93200. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93201. */
  93202. lodGenerationScale: number;
  93203. /**
  93204. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93205. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93206. * average roughness values.
  93207. */
  93208. linearSpecularLOD: boolean;
  93209. /**
  93210. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93211. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93212. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93213. */
  93214. irradianceTexture: Nullable<BaseTexture>;
  93215. /**
  93216. * Define if the texture is a render target.
  93217. */
  93218. isRenderTarget: boolean;
  93219. /**
  93220. * Define the unique id of the texture in the scene.
  93221. */
  93222. readonly uid: string;
  93223. /**
  93224. * Return a string representation of the texture.
  93225. * @returns the texture as a string
  93226. */
  93227. toString(): string;
  93228. /**
  93229. * Get the class name of the texture.
  93230. * @returns "BaseTexture"
  93231. */
  93232. getClassName(): string;
  93233. /**
  93234. * Define the list of animation attached to the texture.
  93235. */
  93236. animations: Animation[];
  93237. /**
  93238. * An event triggered when the texture is disposed.
  93239. */
  93240. onDisposeObservable: Observable<BaseTexture>;
  93241. private _onDisposeObserver;
  93242. /**
  93243. * Callback triggered when the texture has been disposed.
  93244. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93245. */
  93246. onDispose: () => void;
  93247. /**
  93248. * Define the current state of the loading sequence when in delayed load mode.
  93249. */
  93250. delayLoadState: number;
  93251. private _scene;
  93252. /** @hidden */
  93253. _texture: Nullable<InternalTexture>;
  93254. private _uid;
  93255. /**
  93256. * Define if the texture is preventinga material to render or not.
  93257. * If not and the texture is not ready, the engine will use a default black texture instead.
  93258. */
  93259. readonly isBlocking: boolean;
  93260. /**
  93261. * Instantiates a new BaseTexture.
  93262. * Base class of all the textures in babylon.
  93263. * It groups all the common properties the materials, post process, lights... might need
  93264. * in order to make a correct use of the texture.
  93265. * @param scene Define the scene the texture blongs to
  93266. */
  93267. constructor(scene: Nullable<Scene>);
  93268. /**
  93269. * Get the scene the texture belongs to.
  93270. * @returns the scene or null if undefined
  93271. */
  93272. getScene(): Nullable<Scene>;
  93273. /**
  93274. * Get the texture transform matrix used to offset tile the texture for istance.
  93275. * @returns the transformation matrix
  93276. */
  93277. getTextureMatrix(): Matrix;
  93278. /**
  93279. * Get the texture reflection matrix used to rotate/transform the reflection.
  93280. * @returns the reflection matrix
  93281. */
  93282. getReflectionTextureMatrix(): Matrix;
  93283. /**
  93284. * Get the underlying lower level texture from Babylon.
  93285. * @returns the insternal texture
  93286. */
  93287. getInternalTexture(): Nullable<InternalTexture>;
  93288. /**
  93289. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93290. * @returns true if ready or not blocking
  93291. */
  93292. isReadyOrNotBlocking(): boolean;
  93293. /**
  93294. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93295. * @returns true if fully ready
  93296. */
  93297. isReady(): boolean;
  93298. private _cachedSize;
  93299. /**
  93300. * Get the size of the texture.
  93301. * @returns the texture size.
  93302. */
  93303. getSize(): ISize;
  93304. /**
  93305. * Get the base size of the texture.
  93306. * It can be different from the size if the texture has been resized for POT for instance
  93307. * @returns the base size
  93308. */
  93309. getBaseSize(): ISize;
  93310. /**
  93311. * Update the sampling mode of the texture.
  93312. * Default is Trilinear mode.
  93313. *
  93314. * | Value | Type | Description |
  93315. * | ----- | ------------------ | ----------- |
  93316. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93317. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93318. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93319. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93320. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93321. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93322. * | 7 | NEAREST_LINEAR | |
  93323. * | 8 | NEAREST_NEAREST | |
  93324. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93325. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93326. * | 11 | LINEAR_LINEAR | |
  93327. * | 12 | LINEAR_NEAREST | |
  93328. *
  93329. * > _mag_: magnification filter (close to the viewer)
  93330. * > _min_: minification filter (far from the viewer)
  93331. * > _mip_: filter used between mip map levels
  93332. *@param samplingMode Define the new sampling mode of the texture
  93333. */
  93334. updateSamplingMode(samplingMode: number): void;
  93335. /**
  93336. * Scales the texture if is `canRescale()`
  93337. * @param ratio the resize factor we want to use to rescale
  93338. */
  93339. scale(ratio: number): void;
  93340. /**
  93341. * Get if the texture can rescale.
  93342. */
  93343. readonly canRescale: boolean;
  93344. /** @hidden */
  93345. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93346. /** @hidden */
  93347. _rebuild(): void;
  93348. /**
  93349. * Triggers the load sequence in delayed load mode.
  93350. */
  93351. delayLoad(): void;
  93352. /**
  93353. * Clones the texture.
  93354. * @returns the cloned texture
  93355. */
  93356. clone(): Nullable<BaseTexture>;
  93357. /**
  93358. * Get the texture underlying type (INT, FLOAT...)
  93359. */
  93360. readonly textureType: number;
  93361. /**
  93362. * Get the texture underlying format (RGB, RGBA...)
  93363. */
  93364. readonly textureFormat: number;
  93365. /**
  93366. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93367. * This will returns an RGBA array buffer containing either in values (0-255) or
  93368. * float values (0-1) depending of the underlying buffer type.
  93369. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93370. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93371. * @param buffer defines a user defined buffer to fill with data (can be null)
  93372. * @returns The Array buffer containing the pixels data.
  93373. */
  93374. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93375. /**
  93376. * Release and destroy the underlying lower level texture aka internalTexture.
  93377. */
  93378. releaseInternalTexture(): void;
  93379. /**
  93380. * Get the polynomial representation of the texture data.
  93381. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93382. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93383. */
  93384. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93385. /** @hidden */
  93386. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93387. /** @hidden */
  93388. readonly _lodTextureMid: Nullable<BaseTexture>;
  93389. /** @hidden */
  93390. readonly _lodTextureLow: Nullable<BaseTexture>;
  93391. /**
  93392. * Dispose the texture and release its associated resources.
  93393. */
  93394. dispose(): void;
  93395. /**
  93396. * Serialize the texture into a JSON representation that can be parsed later on.
  93397. * @returns the JSON representation of the texture
  93398. */
  93399. serialize(): any;
  93400. /**
  93401. * Helper function to be called back once a list of texture contains only ready textures.
  93402. * @param textures Define the list of textures to wait for
  93403. * @param callback Define the callback triggered once the entire list will be ready
  93404. */
  93405. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93406. }
  93407. }
  93408. declare module BABYLON {
  93409. /**
  93410. * Class used to store data associated with WebGL texture data for the engine
  93411. * This class should not be used directly
  93412. */
  93413. export class InternalTexture {
  93414. /** @hidden */
  93415. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93416. /**
  93417. * The source of the texture data is unknown
  93418. */
  93419. static DATASOURCE_UNKNOWN: number;
  93420. /**
  93421. * Texture data comes from an URL
  93422. */
  93423. static DATASOURCE_URL: number;
  93424. /**
  93425. * Texture data is only used for temporary storage
  93426. */
  93427. static DATASOURCE_TEMP: number;
  93428. /**
  93429. * Texture data comes from raw data (ArrayBuffer)
  93430. */
  93431. static DATASOURCE_RAW: number;
  93432. /**
  93433. * Texture content is dynamic (video or dynamic texture)
  93434. */
  93435. static DATASOURCE_DYNAMIC: number;
  93436. /**
  93437. * Texture content is generated by rendering to it
  93438. */
  93439. static DATASOURCE_RENDERTARGET: number;
  93440. /**
  93441. * Texture content is part of a multi render target process
  93442. */
  93443. static DATASOURCE_MULTIRENDERTARGET: number;
  93444. /**
  93445. * Texture data comes from a cube data file
  93446. */
  93447. static DATASOURCE_CUBE: number;
  93448. /**
  93449. * Texture data comes from a raw cube data
  93450. */
  93451. static DATASOURCE_CUBERAW: number;
  93452. /**
  93453. * Texture data come from a prefiltered cube data file
  93454. */
  93455. static DATASOURCE_CUBEPREFILTERED: number;
  93456. /**
  93457. * Texture content is raw 3D data
  93458. */
  93459. static DATASOURCE_RAW3D: number;
  93460. /**
  93461. * Texture content is a depth texture
  93462. */
  93463. static DATASOURCE_DEPTHTEXTURE: number;
  93464. /**
  93465. * Texture data comes from a raw cube data encoded with RGBD
  93466. */
  93467. static DATASOURCE_CUBERAW_RGBD: number;
  93468. /**
  93469. * Defines if the texture is ready
  93470. */
  93471. isReady: boolean;
  93472. /**
  93473. * Defines if the texture is a cube texture
  93474. */
  93475. isCube: boolean;
  93476. /**
  93477. * Defines if the texture contains 3D data
  93478. */
  93479. is3D: boolean;
  93480. /**
  93481. * Defines if the texture contains multiview data
  93482. */
  93483. isMultiview: boolean;
  93484. /**
  93485. * Gets the URL used to load this texture
  93486. */
  93487. url: string;
  93488. /**
  93489. * Gets the sampling mode of the texture
  93490. */
  93491. samplingMode: number;
  93492. /**
  93493. * Gets a boolean indicating if the texture needs mipmaps generation
  93494. */
  93495. generateMipMaps: boolean;
  93496. /**
  93497. * Gets the number of samples used by the texture (WebGL2+ only)
  93498. */
  93499. samples: number;
  93500. /**
  93501. * Gets the type of the texture (int, float...)
  93502. */
  93503. type: number;
  93504. /**
  93505. * Gets the format of the texture (RGB, RGBA...)
  93506. */
  93507. format: number;
  93508. /**
  93509. * Observable called when the texture is loaded
  93510. */
  93511. onLoadedObservable: Observable<InternalTexture>;
  93512. /**
  93513. * Gets the width of the texture
  93514. */
  93515. width: number;
  93516. /**
  93517. * Gets the height of the texture
  93518. */
  93519. height: number;
  93520. /**
  93521. * Gets the depth of the texture
  93522. */
  93523. depth: number;
  93524. /**
  93525. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93526. */
  93527. baseWidth: number;
  93528. /**
  93529. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93530. */
  93531. baseHeight: number;
  93532. /**
  93533. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93534. */
  93535. baseDepth: number;
  93536. /**
  93537. * Gets a boolean indicating if the texture is inverted on Y axis
  93538. */
  93539. invertY: boolean;
  93540. /** @hidden */
  93541. _invertVScale: boolean;
  93542. /** @hidden */
  93543. _associatedChannel: number;
  93544. /** @hidden */
  93545. _dataSource: number;
  93546. /** @hidden */
  93547. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93548. /** @hidden */
  93549. _bufferView: Nullable<ArrayBufferView>;
  93550. /** @hidden */
  93551. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93552. /** @hidden */
  93553. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93554. /** @hidden */
  93555. _size: number;
  93556. /** @hidden */
  93557. _extension: string;
  93558. /** @hidden */
  93559. _files: Nullable<string[]>;
  93560. /** @hidden */
  93561. _workingCanvas: Nullable<HTMLCanvasElement>;
  93562. /** @hidden */
  93563. _workingContext: Nullable<CanvasRenderingContext2D>;
  93564. /** @hidden */
  93565. _framebuffer: Nullable<WebGLFramebuffer>;
  93566. /** @hidden */
  93567. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93568. /** @hidden */
  93569. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93570. /** @hidden */
  93571. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93572. /** @hidden */
  93573. _attachments: Nullable<number[]>;
  93574. /** @hidden */
  93575. _cachedCoordinatesMode: Nullable<number>;
  93576. /** @hidden */
  93577. _cachedWrapU: Nullable<number>;
  93578. /** @hidden */
  93579. _cachedWrapV: Nullable<number>;
  93580. /** @hidden */
  93581. _cachedWrapR: Nullable<number>;
  93582. /** @hidden */
  93583. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93584. /** @hidden */
  93585. _isDisabled: boolean;
  93586. /** @hidden */
  93587. _compression: Nullable<string>;
  93588. /** @hidden */
  93589. _generateStencilBuffer: boolean;
  93590. /** @hidden */
  93591. _generateDepthBuffer: boolean;
  93592. /** @hidden */
  93593. _comparisonFunction: number;
  93594. /** @hidden */
  93595. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93596. /** @hidden */
  93597. _lodGenerationScale: number;
  93598. /** @hidden */
  93599. _lodGenerationOffset: number;
  93600. /** @hidden */
  93601. _colorTextureArray: Nullable<WebGLTexture>;
  93602. /** @hidden */
  93603. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93604. /** @hidden */
  93605. _lodTextureHigh: Nullable<BaseTexture>;
  93606. /** @hidden */
  93607. _lodTextureMid: Nullable<BaseTexture>;
  93608. /** @hidden */
  93609. _lodTextureLow: Nullable<BaseTexture>;
  93610. /** @hidden */
  93611. _isRGBD: boolean;
  93612. /** @hidden */
  93613. _linearSpecularLOD: boolean;
  93614. /** @hidden */
  93615. _irradianceTexture: Nullable<BaseTexture>;
  93616. /** @hidden */
  93617. _webGLTexture: Nullable<WebGLTexture>;
  93618. /** @hidden */
  93619. _references: number;
  93620. private _engine;
  93621. /**
  93622. * Gets the Engine the texture belongs to.
  93623. * @returns The babylon engine
  93624. */
  93625. getEngine(): Engine;
  93626. /**
  93627. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93628. */
  93629. readonly dataSource: number;
  93630. /**
  93631. * Creates a new InternalTexture
  93632. * @param engine defines the engine to use
  93633. * @param dataSource defines the type of data that will be used
  93634. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93635. */
  93636. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93637. /**
  93638. * Increments the number of references (ie. the number of Texture that point to it)
  93639. */
  93640. incrementReferences(): void;
  93641. /**
  93642. * Change the size of the texture (not the size of the content)
  93643. * @param width defines the new width
  93644. * @param height defines the new height
  93645. * @param depth defines the new depth (1 by default)
  93646. */
  93647. updateSize(width: int, height: int, depth?: int): void;
  93648. /** @hidden */
  93649. _rebuild(): void;
  93650. /** @hidden */
  93651. _swapAndDie(target: InternalTexture): void;
  93652. /**
  93653. * Dispose the current allocated resources
  93654. */
  93655. dispose(): void;
  93656. }
  93657. }
  93658. declare module BABYLON {
  93659. /**
  93660. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93661. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93662. */
  93663. export class EffectFallbacks {
  93664. private _defines;
  93665. private _currentRank;
  93666. private _maxRank;
  93667. private _mesh;
  93668. /**
  93669. * Removes the fallback from the bound mesh.
  93670. */
  93671. unBindMesh(): void;
  93672. /**
  93673. * Adds a fallback on the specified property.
  93674. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93675. * @param define The name of the define in the shader
  93676. */
  93677. addFallback(rank: number, define: string): void;
  93678. /**
  93679. * Sets the mesh to use CPU skinning when needing to fallback.
  93680. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93681. * @param mesh The mesh to use the fallbacks.
  93682. */
  93683. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93684. /**
  93685. * Checks to see if more fallbacks are still availible.
  93686. */
  93687. readonly hasMoreFallbacks: boolean;
  93688. /**
  93689. * Removes the defines that should be removed when falling back.
  93690. * @param currentDefines defines the current define statements for the shader.
  93691. * @param effect defines the current effect we try to compile
  93692. * @returns The resulting defines with defines of the current rank removed.
  93693. */
  93694. reduce(currentDefines: string, effect: Effect): string;
  93695. }
  93696. /**
  93697. * Options to be used when creating an effect.
  93698. */
  93699. export class EffectCreationOptions {
  93700. /**
  93701. * Atrributes that will be used in the shader.
  93702. */
  93703. attributes: string[];
  93704. /**
  93705. * Uniform varible names that will be set in the shader.
  93706. */
  93707. uniformsNames: string[];
  93708. /**
  93709. * Uniform buffer varible names that will be set in the shader.
  93710. */
  93711. uniformBuffersNames: string[];
  93712. /**
  93713. * Sampler texture variable names that will be set in the shader.
  93714. */
  93715. samplers: string[];
  93716. /**
  93717. * Define statements that will be set in the shader.
  93718. */
  93719. defines: any;
  93720. /**
  93721. * Possible fallbacks for this effect to improve performance when needed.
  93722. */
  93723. fallbacks: Nullable<EffectFallbacks>;
  93724. /**
  93725. * Callback that will be called when the shader is compiled.
  93726. */
  93727. onCompiled: Nullable<(effect: Effect) => void>;
  93728. /**
  93729. * Callback that will be called if an error occurs during shader compilation.
  93730. */
  93731. onError: Nullable<(effect: Effect, errors: string) => void>;
  93732. /**
  93733. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93734. */
  93735. indexParameters: any;
  93736. /**
  93737. * Max number of lights that can be used in the shader.
  93738. */
  93739. maxSimultaneousLights: number;
  93740. /**
  93741. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93742. */
  93743. transformFeedbackVaryings: Nullable<string[]>;
  93744. }
  93745. /**
  93746. * Effect containing vertex and fragment shader that can be executed on an object.
  93747. */
  93748. export class Effect implements IDisposable {
  93749. /**
  93750. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93751. */
  93752. static ShadersRepository: string;
  93753. /**
  93754. * Name of the effect.
  93755. */
  93756. name: any;
  93757. /**
  93758. * String container all the define statements that should be set on the shader.
  93759. */
  93760. defines: string;
  93761. /**
  93762. * Callback that will be called when the shader is compiled.
  93763. */
  93764. onCompiled: Nullable<(effect: Effect) => void>;
  93765. /**
  93766. * Callback that will be called if an error occurs during shader compilation.
  93767. */
  93768. onError: Nullable<(effect: Effect, errors: string) => void>;
  93769. /**
  93770. * Callback that will be called when effect is bound.
  93771. */
  93772. onBind: Nullable<(effect: Effect) => void>;
  93773. /**
  93774. * Unique ID of the effect.
  93775. */
  93776. uniqueId: number;
  93777. /**
  93778. * Observable that will be called when the shader is compiled.
  93779. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93780. */
  93781. onCompileObservable: Observable<Effect>;
  93782. /**
  93783. * Observable that will be called if an error occurs during shader compilation.
  93784. */
  93785. onErrorObservable: Observable<Effect>;
  93786. /** @hidden */
  93787. _onBindObservable: Nullable<Observable<Effect>>;
  93788. /**
  93789. * Observable that will be called when effect is bound.
  93790. */
  93791. readonly onBindObservable: Observable<Effect>;
  93792. /** @hidden */
  93793. _bonesComputationForcedToCPU: boolean;
  93794. private static _uniqueIdSeed;
  93795. private _engine;
  93796. private _uniformBuffersNames;
  93797. private _uniformsNames;
  93798. private _samplerList;
  93799. private _samplers;
  93800. private _isReady;
  93801. private _compilationError;
  93802. private _attributesNames;
  93803. private _attributes;
  93804. private _uniforms;
  93805. /**
  93806. * Key for the effect.
  93807. * @hidden
  93808. */
  93809. _key: string;
  93810. private _indexParameters;
  93811. private _fallbacks;
  93812. private _vertexSourceCode;
  93813. private _fragmentSourceCode;
  93814. private _vertexSourceCodeOverride;
  93815. private _fragmentSourceCodeOverride;
  93816. private _transformFeedbackVaryings;
  93817. /**
  93818. * Compiled shader to webGL program.
  93819. * @hidden
  93820. */
  93821. _pipelineContext: Nullable<IPipelineContext>;
  93822. private _valueCache;
  93823. private static _baseCache;
  93824. /**
  93825. * Instantiates an effect.
  93826. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93827. * @param baseName Name of the effect.
  93828. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93829. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93830. * @param samplers List of sampler variables that will be passed to the shader.
  93831. * @param engine Engine to be used to render the effect
  93832. * @param defines Define statements to be added to the shader.
  93833. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93834. * @param onCompiled Callback that will be called when the shader is compiled.
  93835. * @param onError Callback that will be called if an error occurs during shader compilation.
  93836. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93837. */
  93838. 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);
  93839. private _useFinalCode;
  93840. /**
  93841. * Unique key for this effect
  93842. */
  93843. readonly key: string;
  93844. /**
  93845. * If the effect has been compiled and prepared.
  93846. * @returns if the effect is compiled and prepared.
  93847. */
  93848. isReady(): boolean;
  93849. private _isReadyInternal;
  93850. /**
  93851. * The engine the effect was initialized with.
  93852. * @returns the engine.
  93853. */
  93854. getEngine(): Engine;
  93855. /**
  93856. * The pipeline context for this effect
  93857. * @returns the associated pipeline context
  93858. */
  93859. getPipelineContext(): Nullable<IPipelineContext>;
  93860. /**
  93861. * The set of names of attribute variables for the shader.
  93862. * @returns An array of attribute names.
  93863. */
  93864. getAttributesNames(): string[];
  93865. /**
  93866. * Returns the attribute at the given index.
  93867. * @param index The index of the attribute.
  93868. * @returns The location of the attribute.
  93869. */
  93870. getAttributeLocation(index: number): number;
  93871. /**
  93872. * Returns the attribute based on the name of the variable.
  93873. * @param name of the attribute to look up.
  93874. * @returns the attribute location.
  93875. */
  93876. getAttributeLocationByName(name: string): number;
  93877. /**
  93878. * The number of attributes.
  93879. * @returns the numnber of attributes.
  93880. */
  93881. getAttributesCount(): number;
  93882. /**
  93883. * Gets the index of a uniform variable.
  93884. * @param uniformName of the uniform to look up.
  93885. * @returns the index.
  93886. */
  93887. getUniformIndex(uniformName: string): number;
  93888. /**
  93889. * Returns the attribute based on the name of the variable.
  93890. * @param uniformName of the uniform to look up.
  93891. * @returns the location of the uniform.
  93892. */
  93893. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93894. /**
  93895. * Returns an array of sampler variable names
  93896. * @returns The array of sampler variable neames.
  93897. */
  93898. getSamplers(): string[];
  93899. /**
  93900. * The error from the last compilation.
  93901. * @returns the error string.
  93902. */
  93903. getCompilationError(): string;
  93904. /**
  93905. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93906. * @param func The callback to be used.
  93907. */
  93908. executeWhenCompiled(func: (effect: Effect) => void): void;
  93909. private _checkIsReady;
  93910. /** @hidden */
  93911. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93912. /** @hidden */
  93913. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93914. /** @hidden */
  93915. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93916. /**
  93917. * Recompiles the webGL program
  93918. * @param vertexSourceCode The source code for the vertex shader.
  93919. * @param fragmentSourceCode The source code for the fragment shader.
  93920. * @param onCompiled Callback called when completed.
  93921. * @param onError Callback called on error.
  93922. * @hidden
  93923. */
  93924. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93925. /**
  93926. * Prepares the effect
  93927. * @hidden
  93928. */
  93929. _prepareEffect(): void;
  93930. private _processCompilationErrors;
  93931. /**
  93932. * Checks if the effect is supported. (Must be called after compilation)
  93933. */
  93934. readonly isSupported: boolean;
  93935. /**
  93936. * Binds a texture to the engine to be used as output of the shader.
  93937. * @param channel Name of the output variable.
  93938. * @param texture Texture to bind.
  93939. * @hidden
  93940. */
  93941. _bindTexture(channel: string, texture: InternalTexture): void;
  93942. /**
  93943. * Sets a texture on the engine to be used in the shader.
  93944. * @param channel Name of the sampler variable.
  93945. * @param texture Texture to set.
  93946. */
  93947. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93948. /**
  93949. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93950. * @param channel Name of the sampler variable.
  93951. * @param texture Texture to set.
  93952. */
  93953. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93954. /**
  93955. * Sets an array of textures on the engine to be used in the shader.
  93956. * @param channel Name of the variable.
  93957. * @param textures Textures to set.
  93958. */
  93959. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93960. /**
  93961. * 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)
  93962. * @param channel Name of the sampler variable.
  93963. * @param postProcess Post process to get the input texture from.
  93964. */
  93965. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93966. /**
  93967. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93968. * 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)
  93969. * @param channel Name of the sampler variable.
  93970. * @param postProcess Post process to get the output texture from.
  93971. */
  93972. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93973. /** @hidden */
  93974. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93975. /** @hidden */
  93976. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93977. /** @hidden */
  93978. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93979. /** @hidden */
  93980. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93981. /**
  93982. * Binds a buffer to a uniform.
  93983. * @param buffer Buffer to bind.
  93984. * @param name Name of the uniform variable to bind to.
  93985. */
  93986. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93987. /**
  93988. * Binds block to a uniform.
  93989. * @param blockName Name of the block to bind.
  93990. * @param index Index to bind.
  93991. */
  93992. bindUniformBlock(blockName: string, index: number): void;
  93993. /**
  93994. * Sets an interger value on a uniform variable.
  93995. * @param uniformName Name of the variable.
  93996. * @param value Value to be set.
  93997. * @returns this effect.
  93998. */
  93999. setInt(uniformName: string, value: number): Effect;
  94000. /**
  94001. * Sets an int array on a uniform variable.
  94002. * @param uniformName Name of the variable.
  94003. * @param array array to be set.
  94004. * @returns this effect.
  94005. */
  94006. setIntArray(uniformName: string, array: Int32Array): Effect;
  94007. /**
  94008. * 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)
  94009. * @param uniformName Name of the variable.
  94010. * @param array array to be set.
  94011. * @returns this effect.
  94012. */
  94013. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94014. /**
  94015. * 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)
  94016. * @param uniformName Name of the variable.
  94017. * @param array array to be set.
  94018. * @returns this effect.
  94019. */
  94020. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94021. /**
  94022. * 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)
  94023. * @param uniformName Name of the variable.
  94024. * @param array array to be set.
  94025. * @returns this effect.
  94026. */
  94027. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94028. /**
  94029. * Sets an float array on a uniform variable.
  94030. * @param uniformName Name of the variable.
  94031. * @param array array to be set.
  94032. * @returns this effect.
  94033. */
  94034. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94035. /**
  94036. * 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)
  94037. * @param uniformName Name of the variable.
  94038. * @param array array to be set.
  94039. * @returns this effect.
  94040. */
  94041. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94042. /**
  94043. * 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)
  94044. * @param uniformName Name of the variable.
  94045. * @param array array to be set.
  94046. * @returns this effect.
  94047. */
  94048. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94049. /**
  94050. * 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)
  94051. * @param uniformName Name of the variable.
  94052. * @param array array to be set.
  94053. * @returns this effect.
  94054. */
  94055. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94056. /**
  94057. * Sets an array on a uniform variable.
  94058. * @param uniformName Name of the variable.
  94059. * @param array array to be set.
  94060. * @returns this effect.
  94061. */
  94062. setArray(uniformName: string, array: number[]): Effect;
  94063. /**
  94064. * 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)
  94065. * @param uniformName Name of the variable.
  94066. * @param array array to be set.
  94067. * @returns this effect.
  94068. */
  94069. setArray2(uniformName: string, array: number[]): Effect;
  94070. /**
  94071. * 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)
  94072. * @param uniformName Name of the variable.
  94073. * @param array array to be set.
  94074. * @returns this effect.
  94075. */
  94076. setArray3(uniformName: string, array: number[]): Effect;
  94077. /**
  94078. * 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)
  94079. * @param uniformName Name of the variable.
  94080. * @param array array to be set.
  94081. * @returns this effect.
  94082. */
  94083. setArray4(uniformName: string, array: number[]): Effect;
  94084. /**
  94085. * Sets matrices on a uniform variable.
  94086. * @param uniformName Name of the variable.
  94087. * @param matrices matrices to be set.
  94088. * @returns this effect.
  94089. */
  94090. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94091. /**
  94092. * Sets matrix on a uniform variable.
  94093. * @param uniformName Name of the variable.
  94094. * @param matrix matrix to be set.
  94095. * @returns this effect.
  94096. */
  94097. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94098. /**
  94099. * 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)
  94100. * @param uniformName Name of the variable.
  94101. * @param matrix matrix to be set.
  94102. * @returns this effect.
  94103. */
  94104. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94105. /**
  94106. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94107. * @param uniformName Name of the variable.
  94108. * @param matrix matrix to be set.
  94109. * @returns this effect.
  94110. */
  94111. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94112. /**
  94113. * Sets a float on a uniform variable.
  94114. * @param uniformName Name of the variable.
  94115. * @param value value to be set.
  94116. * @returns this effect.
  94117. */
  94118. setFloat(uniformName: string, value: number): Effect;
  94119. /**
  94120. * Sets a boolean on a uniform variable.
  94121. * @param uniformName Name of the variable.
  94122. * @param bool value to be set.
  94123. * @returns this effect.
  94124. */
  94125. setBool(uniformName: string, bool: boolean): Effect;
  94126. /**
  94127. * Sets a Vector2 on a uniform variable.
  94128. * @param uniformName Name of the variable.
  94129. * @param vector2 vector2 to be set.
  94130. * @returns this effect.
  94131. */
  94132. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94133. /**
  94134. * Sets a float2 on a uniform variable.
  94135. * @param uniformName Name of the variable.
  94136. * @param x First float in float2.
  94137. * @param y Second float in float2.
  94138. * @returns this effect.
  94139. */
  94140. setFloat2(uniformName: string, x: number, y: number): Effect;
  94141. /**
  94142. * Sets a Vector3 on a uniform variable.
  94143. * @param uniformName Name of the variable.
  94144. * @param vector3 Value to be set.
  94145. * @returns this effect.
  94146. */
  94147. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94148. /**
  94149. * Sets a float3 on a uniform variable.
  94150. * @param uniformName Name of the variable.
  94151. * @param x First float in float3.
  94152. * @param y Second float in float3.
  94153. * @param z Third float in float3.
  94154. * @returns this effect.
  94155. */
  94156. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94157. /**
  94158. * Sets a Vector4 on a uniform variable.
  94159. * @param uniformName Name of the variable.
  94160. * @param vector4 Value to be set.
  94161. * @returns this effect.
  94162. */
  94163. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94164. /**
  94165. * Sets a float4 on a uniform variable.
  94166. * @param uniformName Name of the variable.
  94167. * @param x First float in float4.
  94168. * @param y Second float in float4.
  94169. * @param z Third float in float4.
  94170. * @param w Fourth float in float4.
  94171. * @returns this effect.
  94172. */
  94173. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94174. /**
  94175. * Sets a Color3 on a uniform variable.
  94176. * @param uniformName Name of the variable.
  94177. * @param color3 Value to be set.
  94178. * @returns this effect.
  94179. */
  94180. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94181. /**
  94182. * Sets a Color4 on a uniform variable.
  94183. * @param uniformName Name of the variable.
  94184. * @param color3 Value to be set.
  94185. * @param alpha Alpha value to be set.
  94186. * @returns this effect.
  94187. */
  94188. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94189. /**
  94190. * Sets a Color4 on a uniform variable
  94191. * @param uniformName defines the name of the variable
  94192. * @param color4 defines the value to be set
  94193. * @returns this effect.
  94194. */
  94195. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94196. /** Release all associated resources */
  94197. dispose(): void;
  94198. /**
  94199. * This function will add a new shader to the shader store
  94200. * @param name the name of the shader
  94201. * @param pixelShader optional pixel shader content
  94202. * @param vertexShader optional vertex shader content
  94203. */
  94204. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94205. /**
  94206. * Store of each shader (The can be looked up using effect.key)
  94207. */
  94208. static ShadersStore: {
  94209. [key: string]: string;
  94210. };
  94211. /**
  94212. * Store of each included file for a shader (The can be looked up using effect.key)
  94213. */
  94214. static IncludesShadersStore: {
  94215. [key: string]: string;
  94216. };
  94217. /**
  94218. * Resets the cache of effects.
  94219. */
  94220. static ResetCache(): void;
  94221. }
  94222. }
  94223. declare module BABYLON {
  94224. /**
  94225. * Uniform buffer objects.
  94226. *
  94227. * Handles blocks of uniform on the GPU.
  94228. *
  94229. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94230. *
  94231. * For more information, please refer to :
  94232. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94233. */
  94234. export class UniformBuffer {
  94235. private _engine;
  94236. private _buffer;
  94237. private _data;
  94238. private _bufferData;
  94239. private _dynamic?;
  94240. private _uniformLocations;
  94241. private _uniformSizes;
  94242. private _uniformLocationPointer;
  94243. private _needSync;
  94244. private _noUBO;
  94245. private _currentEffect;
  94246. private static _MAX_UNIFORM_SIZE;
  94247. private static _tempBuffer;
  94248. /**
  94249. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94250. * This is dynamic to allow compat with webgl 1 and 2.
  94251. * You will need to pass the name of the uniform as well as the value.
  94252. */
  94253. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94254. /**
  94255. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94256. * This is dynamic to allow compat with webgl 1 and 2.
  94257. * You will need to pass the name of the uniform as well as the value.
  94258. */
  94259. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94260. /**
  94261. * Lambda to Update a single float in a uniform buffer.
  94262. * This is dynamic to allow compat with webgl 1 and 2.
  94263. * You will need to pass the name of the uniform as well as the value.
  94264. */
  94265. updateFloat: (name: string, x: number) => void;
  94266. /**
  94267. * Lambda to Update a vec2 of float in a uniform buffer.
  94268. * This is dynamic to allow compat with webgl 1 and 2.
  94269. * You will need to pass the name of the uniform as well as the value.
  94270. */
  94271. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94272. /**
  94273. * Lambda to Update a vec3 of float in a uniform buffer.
  94274. * This is dynamic to allow compat with webgl 1 and 2.
  94275. * You will need to pass the name of the uniform as well as the value.
  94276. */
  94277. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94278. /**
  94279. * Lambda to Update a vec4 of float in a uniform buffer.
  94280. * This is dynamic to allow compat with webgl 1 and 2.
  94281. * You will need to pass the name of the uniform as well as the value.
  94282. */
  94283. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94284. /**
  94285. * Lambda to Update a 4x4 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. updateMatrix: (name: string, mat: Matrix) => void;
  94290. /**
  94291. * Lambda to Update vec3 of float from a Vector 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. updateVector3: (name: string, vector: Vector3) => void;
  94296. /**
  94297. * Lambda to Update vec4 of float from a Vector 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. updateVector4: (name: string, vector: Vector4) => void;
  94302. /**
  94303. * Lambda to Update vec3 of float from a Color 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. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94308. /**
  94309. * Lambda to Update vec4 of float from a Color 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. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94314. /**
  94315. * Instantiates a new Uniform buffer objects.
  94316. *
  94317. * Handles blocks of uniform on the GPU.
  94318. *
  94319. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94320. *
  94321. * For more information, please refer to :
  94322. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94323. * @param engine Define the engine the buffer is associated with
  94324. * @param data Define the data contained in the buffer
  94325. * @param dynamic Define if the buffer is updatable
  94326. */
  94327. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94328. /**
  94329. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94330. * or just falling back on setUniformXXX calls.
  94331. */
  94332. readonly useUbo: boolean;
  94333. /**
  94334. * Indicates if the WebGL underlying uniform buffer is in sync
  94335. * with the javascript cache data.
  94336. */
  94337. readonly isSync: boolean;
  94338. /**
  94339. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94340. * Also, a dynamic UniformBuffer will disable cache verification and always
  94341. * update the underlying WebGL uniform buffer to the GPU.
  94342. * @returns if Dynamic, otherwise false
  94343. */
  94344. isDynamic(): boolean;
  94345. /**
  94346. * The data cache on JS side.
  94347. * @returns the underlying data as a float array
  94348. */
  94349. getData(): Float32Array;
  94350. /**
  94351. * The underlying WebGL Uniform buffer.
  94352. * @returns the webgl buffer
  94353. */
  94354. getBuffer(): Nullable<DataBuffer>;
  94355. /**
  94356. * std140 layout specifies how to align data within an UBO structure.
  94357. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94358. * for specs.
  94359. */
  94360. private _fillAlignment;
  94361. /**
  94362. * Adds an uniform in the buffer.
  94363. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94364. * for the layout to be correct !
  94365. * @param name Name of the uniform, as used in the uniform block in the shader.
  94366. * @param size Data size, or data directly.
  94367. */
  94368. addUniform(name: string, size: number | number[]): void;
  94369. /**
  94370. * Adds a Matrix 4x4 to the uniform buffer.
  94371. * @param name Name of the uniform, as used in the uniform block in the shader.
  94372. * @param mat A 4x4 matrix.
  94373. */
  94374. addMatrix(name: string, mat: Matrix): void;
  94375. /**
  94376. * Adds a vec2 to the uniform buffer.
  94377. * @param name Name of the uniform, as used in the uniform block in the shader.
  94378. * @param x Define the x component value of the vec2
  94379. * @param y Define the y component value of the vec2
  94380. */
  94381. addFloat2(name: string, x: number, y: number): void;
  94382. /**
  94383. * Adds a vec3 to the uniform buffer.
  94384. * @param name Name of the uniform, as used in the uniform block in the shader.
  94385. * @param x Define the x component value of the vec3
  94386. * @param y Define the y component value of the vec3
  94387. * @param z Define the z component value of the vec3
  94388. */
  94389. addFloat3(name: string, x: number, y: number, z: number): void;
  94390. /**
  94391. * Adds a vec3 to the uniform buffer.
  94392. * @param name Name of the uniform, as used in the uniform block in the shader.
  94393. * @param color Define the vec3 from a Color
  94394. */
  94395. addColor3(name: string, color: Color3): void;
  94396. /**
  94397. * Adds a vec4 to the uniform buffer.
  94398. * @param name Name of the uniform, as used in the uniform block in the shader.
  94399. * @param color Define the rgb components from a Color
  94400. * @param alpha Define the a component of the vec4
  94401. */
  94402. addColor4(name: string, color: Color3, alpha: number): void;
  94403. /**
  94404. * Adds a vec3 to the uniform buffer.
  94405. * @param name Name of the uniform, as used in the uniform block in the shader.
  94406. * @param vector Define the vec3 components from a Vector
  94407. */
  94408. addVector3(name: string, vector: Vector3): void;
  94409. /**
  94410. * Adds a Matrix 3x3 to the uniform buffer.
  94411. * @param name Name of the uniform, as used in the uniform block in the shader.
  94412. */
  94413. addMatrix3x3(name: string): void;
  94414. /**
  94415. * Adds a Matrix 2x2 to the uniform buffer.
  94416. * @param name Name of the uniform, as used in the uniform block in the shader.
  94417. */
  94418. addMatrix2x2(name: string): void;
  94419. /**
  94420. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94421. */
  94422. create(): void;
  94423. /** @hidden */
  94424. _rebuild(): void;
  94425. /**
  94426. * Updates the WebGL Uniform Buffer on the GPU.
  94427. * If the `dynamic` flag is set to true, no cache comparison is done.
  94428. * Otherwise, the buffer will be updated only if the cache differs.
  94429. */
  94430. update(): void;
  94431. /**
  94432. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94433. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94434. * @param data Define the flattened data
  94435. * @param size Define the size of the data.
  94436. */
  94437. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94438. private _valueCache;
  94439. private _cacheMatrix;
  94440. private _updateMatrix3x3ForUniform;
  94441. private _updateMatrix3x3ForEffect;
  94442. private _updateMatrix2x2ForEffect;
  94443. private _updateMatrix2x2ForUniform;
  94444. private _updateFloatForEffect;
  94445. private _updateFloatForUniform;
  94446. private _updateFloat2ForEffect;
  94447. private _updateFloat2ForUniform;
  94448. private _updateFloat3ForEffect;
  94449. private _updateFloat3ForUniform;
  94450. private _updateFloat4ForEffect;
  94451. private _updateFloat4ForUniform;
  94452. private _updateMatrixForEffect;
  94453. private _updateMatrixForUniform;
  94454. private _updateVector3ForEffect;
  94455. private _updateVector3ForUniform;
  94456. private _updateVector4ForEffect;
  94457. private _updateVector4ForUniform;
  94458. private _updateColor3ForEffect;
  94459. private _updateColor3ForUniform;
  94460. private _updateColor4ForEffect;
  94461. private _updateColor4ForUniform;
  94462. /**
  94463. * Sets a sampler uniform on the effect.
  94464. * @param name Define the name of the sampler.
  94465. * @param texture Define the texture to set in the sampler
  94466. */
  94467. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94468. /**
  94469. * Directly updates the value of the uniform in the cache AND on the GPU.
  94470. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94471. * @param data Define the flattened data
  94472. */
  94473. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94474. /**
  94475. * Binds this uniform buffer to an effect.
  94476. * @param effect Define the effect to bind the buffer to
  94477. * @param name Name of the uniform block in the shader.
  94478. */
  94479. bindToEffect(effect: Effect, name: string): void;
  94480. /**
  94481. * Disposes the uniform buffer.
  94482. */
  94483. dispose(): void;
  94484. }
  94485. }
  94486. declare module BABYLON {
  94487. /**
  94488. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94490. */
  94491. export class Analyser {
  94492. /**
  94493. * Gets or sets the smoothing
  94494. * @ignorenaming
  94495. */
  94496. SMOOTHING: number;
  94497. /**
  94498. * Gets or sets the FFT table size
  94499. * @ignorenaming
  94500. */
  94501. FFT_SIZE: number;
  94502. /**
  94503. * Gets or sets the bar graph amplitude
  94504. * @ignorenaming
  94505. */
  94506. BARGRAPHAMPLITUDE: number;
  94507. /**
  94508. * Gets or sets the position of the debug canvas
  94509. * @ignorenaming
  94510. */
  94511. DEBUGCANVASPOS: {
  94512. x: number;
  94513. y: number;
  94514. };
  94515. /**
  94516. * Gets or sets the debug canvas size
  94517. * @ignorenaming
  94518. */
  94519. DEBUGCANVASSIZE: {
  94520. width: number;
  94521. height: number;
  94522. };
  94523. private _byteFreqs;
  94524. private _byteTime;
  94525. private _floatFreqs;
  94526. private _webAudioAnalyser;
  94527. private _debugCanvas;
  94528. private _debugCanvasContext;
  94529. private _scene;
  94530. private _registerFunc;
  94531. private _audioEngine;
  94532. /**
  94533. * Creates a new analyser
  94534. * @param scene defines hosting scene
  94535. */
  94536. constructor(scene: Scene);
  94537. /**
  94538. * Get the number of data values you will have to play with for the visualization
  94539. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94540. * @returns a number
  94541. */
  94542. getFrequencyBinCount(): number;
  94543. /**
  94544. * Gets the current frequency data as a byte array
  94545. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94546. * @returns a Uint8Array
  94547. */
  94548. getByteFrequencyData(): Uint8Array;
  94549. /**
  94550. * Gets the current waveform as a byte array
  94551. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94552. * @returns a Uint8Array
  94553. */
  94554. getByteTimeDomainData(): Uint8Array;
  94555. /**
  94556. * Gets the current frequency data as a float array
  94557. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94558. * @returns a Float32Array
  94559. */
  94560. getFloatFrequencyData(): Float32Array;
  94561. /**
  94562. * Renders the debug canvas
  94563. */
  94564. drawDebugCanvas(): void;
  94565. /**
  94566. * Stops rendering the debug canvas and removes it
  94567. */
  94568. stopDebugCanvas(): void;
  94569. /**
  94570. * Connects two audio nodes
  94571. * @param inputAudioNode defines first node to connect
  94572. * @param outputAudioNode defines second node to connect
  94573. */
  94574. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94575. /**
  94576. * Releases all associated resources
  94577. */
  94578. dispose(): void;
  94579. }
  94580. }
  94581. declare module BABYLON {
  94582. /**
  94583. * This represents an audio engine and it is responsible
  94584. * to play, synchronize and analyse sounds throughout the application.
  94585. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94586. */
  94587. export interface IAudioEngine extends IDisposable {
  94588. /**
  94589. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94590. */
  94591. readonly canUseWebAudio: boolean;
  94592. /**
  94593. * Gets the current AudioContext if available.
  94594. */
  94595. readonly audioContext: Nullable<AudioContext>;
  94596. /**
  94597. * The master gain node defines the global audio volume of your audio engine.
  94598. */
  94599. readonly masterGain: GainNode;
  94600. /**
  94601. * Gets whether or not mp3 are supported by your browser.
  94602. */
  94603. readonly isMP3supported: boolean;
  94604. /**
  94605. * Gets whether or not ogg are supported by your browser.
  94606. */
  94607. readonly isOGGsupported: boolean;
  94608. /**
  94609. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94610. * @ignoreNaming
  94611. */
  94612. WarnedWebAudioUnsupported: boolean;
  94613. /**
  94614. * Defines if the audio engine relies on a custom unlocked button.
  94615. * In this case, the embedded button will not be displayed.
  94616. */
  94617. useCustomUnlockedButton: boolean;
  94618. /**
  94619. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94620. */
  94621. readonly unlocked: boolean;
  94622. /**
  94623. * Event raised when audio has been unlocked on the browser.
  94624. */
  94625. onAudioUnlockedObservable: Observable<AudioEngine>;
  94626. /**
  94627. * Event raised when audio has been locked on the browser.
  94628. */
  94629. onAudioLockedObservable: Observable<AudioEngine>;
  94630. /**
  94631. * Flags the audio engine in Locked state.
  94632. * This happens due to new browser policies preventing audio to autoplay.
  94633. */
  94634. lock(): void;
  94635. /**
  94636. * Unlocks the audio engine once a user action has been done on the dom.
  94637. * This is helpful to resume play once browser policies have been satisfied.
  94638. */
  94639. unlock(): void;
  94640. }
  94641. /**
  94642. * This represents the default audio engine used in babylon.
  94643. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94644. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94645. */
  94646. export class AudioEngine implements IAudioEngine {
  94647. private _audioContext;
  94648. private _audioContextInitialized;
  94649. private _muteButton;
  94650. private _hostElement;
  94651. /**
  94652. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94653. */
  94654. canUseWebAudio: boolean;
  94655. /**
  94656. * The master gain node defines the global audio volume of your audio engine.
  94657. */
  94658. masterGain: GainNode;
  94659. /**
  94660. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94661. * @ignoreNaming
  94662. */
  94663. WarnedWebAudioUnsupported: boolean;
  94664. /**
  94665. * Gets whether or not mp3 are supported by your browser.
  94666. */
  94667. isMP3supported: boolean;
  94668. /**
  94669. * Gets whether or not ogg are supported by your browser.
  94670. */
  94671. isOGGsupported: boolean;
  94672. /**
  94673. * Gets whether audio has been unlocked on the device.
  94674. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94675. * a user interaction has happened.
  94676. */
  94677. unlocked: boolean;
  94678. /**
  94679. * Defines if the audio engine relies on a custom unlocked button.
  94680. * In this case, the embedded button will not be displayed.
  94681. */
  94682. useCustomUnlockedButton: boolean;
  94683. /**
  94684. * Event raised when audio has been unlocked on the browser.
  94685. */
  94686. onAudioUnlockedObservable: Observable<AudioEngine>;
  94687. /**
  94688. * Event raised when audio has been locked on the browser.
  94689. */
  94690. onAudioLockedObservable: Observable<AudioEngine>;
  94691. /**
  94692. * Gets the current AudioContext if available.
  94693. */
  94694. readonly audioContext: Nullable<AudioContext>;
  94695. private _connectedAnalyser;
  94696. /**
  94697. * Instantiates a new audio engine.
  94698. *
  94699. * There should be only one per page as some browsers restrict the number
  94700. * of audio contexts you can create.
  94701. * @param hostElement defines the host element where to display the mute icon if necessary
  94702. */
  94703. constructor(hostElement?: Nullable<HTMLElement>);
  94704. /**
  94705. * Flags the audio engine in Locked state.
  94706. * This happens due to new browser policies preventing audio to autoplay.
  94707. */
  94708. lock(): void;
  94709. /**
  94710. * Unlocks the audio engine once a user action has been done on the dom.
  94711. * This is helpful to resume play once browser policies have been satisfied.
  94712. */
  94713. unlock(): void;
  94714. private _resumeAudioContext;
  94715. private _initializeAudioContext;
  94716. private _tryToRun;
  94717. private _triggerRunningState;
  94718. private _triggerSuspendedState;
  94719. private _displayMuteButton;
  94720. private _moveButtonToTopLeft;
  94721. private _onResize;
  94722. private _hideMuteButton;
  94723. /**
  94724. * Destroy and release the resources associated with the audio ccontext.
  94725. */
  94726. dispose(): void;
  94727. /**
  94728. * Gets the global volume sets on the master gain.
  94729. * @returns the global volume if set or -1 otherwise
  94730. */
  94731. getGlobalVolume(): number;
  94732. /**
  94733. * Sets the global volume of your experience (sets on the master gain).
  94734. * @param newVolume Defines the new global volume of the application
  94735. */
  94736. setGlobalVolume(newVolume: number): void;
  94737. /**
  94738. * Connect the audio engine to an audio analyser allowing some amazing
  94739. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94740. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94741. * @param analyser The analyser to connect to the engine
  94742. */
  94743. connectToAnalyser(analyser: Analyser): void;
  94744. }
  94745. }
  94746. declare module BABYLON {
  94747. /**
  94748. * Interface used to present a loading screen while loading a scene
  94749. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94750. */
  94751. export interface ILoadingScreen {
  94752. /**
  94753. * Function called to display the loading screen
  94754. */
  94755. displayLoadingUI: () => void;
  94756. /**
  94757. * Function called to hide the loading screen
  94758. */
  94759. hideLoadingUI: () => void;
  94760. /**
  94761. * Gets or sets the color to use for the background
  94762. */
  94763. loadingUIBackgroundColor: string;
  94764. /**
  94765. * Gets or sets the text to display while loading
  94766. */
  94767. loadingUIText: string;
  94768. }
  94769. /**
  94770. * Class used for the default loading screen
  94771. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94772. */
  94773. export class DefaultLoadingScreen implements ILoadingScreen {
  94774. private _renderingCanvas;
  94775. private _loadingText;
  94776. private _loadingDivBackgroundColor;
  94777. private _loadingDiv;
  94778. private _loadingTextDiv;
  94779. /** Gets or sets the logo url to use for the default loading screen */
  94780. static DefaultLogoUrl: string;
  94781. /** Gets or sets the spinner url to use for the default loading screen */
  94782. static DefaultSpinnerUrl: string;
  94783. /**
  94784. * Creates a new default loading screen
  94785. * @param _renderingCanvas defines the canvas used to render the scene
  94786. * @param _loadingText defines the default text to display
  94787. * @param _loadingDivBackgroundColor defines the default background color
  94788. */
  94789. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94790. /**
  94791. * Function called to display the loading screen
  94792. */
  94793. displayLoadingUI(): void;
  94794. /**
  94795. * Function called to hide the loading screen
  94796. */
  94797. hideLoadingUI(): void;
  94798. /**
  94799. * Gets or sets the text to display while loading
  94800. */
  94801. loadingUIText: string;
  94802. /**
  94803. * Gets or sets the color to use for the background
  94804. */
  94805. loadingUIBackgroundColor: string;
  94806. private _resizeLoadingUI;
  94807. }
  94808. }
  94809. declare module BABYLON {
  94810. /** @hidden */
  94811. export class WebGLPipelineContext implements IPipelineContext {
  94812. engine: Engine;
  94813. program: Nullable<WebGLProgram>;
  94814. context?: WebGLRenderingContext;
  94815. vertexShader?: WebGLShader;
  94816. fragmentShader?: WebGLShader;
  94817. isParallelCompiled: boolean;
  94818. onCompiled?: () => void;
  94819. transformFeedback?: WebGLTransformFeedback | null;
  94820. readonly isAsync: boolean;
  94821. readonly isReady: boolean;
  94822. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94823. }
  94824. }
  94825. declare module BABYLON {
  94826. /** @hidden */
  94827. export class WebGLDataBuffer extends DataBuffer {
  94828. private _buffer;
  94829. constructor(resource: WebGLBuffer);
  94830. readonly underlyingResource: any;
  94831. }
  94832. }
  94833. declare module BABYLON {
  94834. /** @hidden */
  94835. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94836. attributeProcessor(attribute: string): string;
  94837. varyingProcessor(varying: string, isFragment: boolean): string;
  94838. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94839. }
  94840. }
  94841. declare module BABYLON {
  94842. /**
  94843. * This class is used to track a performance counter which is number based.
  94844. * The user has access to many properties which give statistics of different nature.
  94845. *
  94846. * The implementer can track two kinds of Performance Counter: time and count.
  94847. * 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.
  94848. * 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.
  94849. */
  94850. export class PerfCounter {
  94851. /**
  94852. * Gets or sets a global boolean to turn on and off all the counters
  94853. */
  94854. static Enabled: boolean;
  94855. /**
  94856. * Returns the smallest value ever
  94857. */
  94858. readonly min: number;
  94859. /**
  94860. * Returns the biggest value ever
  94861. */
  94862. readonly max: number;
  94863. /**
  94864. * Returns the average value since the performance counter is running
  94865. */
  94866. readonly average: number;
  94867. /**
  94868. * Returns the average value of the last second the counter was monitored
  94869. */
  94870. readonly lastSecAverage: number;
  94871. /**
  94872. * Returns the current value
  94873. */
  94874. readonly current: number;
  94875. /**
  94876. * Gets the accumulated total
  94877. */
  94878. readonly total: number;
  94879. /**
  94880. * Gets the total value count
  94881. */
  94882. readonly count: number;
  94883. /**
  94884. * Creates a new counter
  94885. */
  94886. constructor();
  94887. /**
  94888. * Call this method to start monitoring a new frame.
  94889. * 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.
  94890. */
  94891. fetchNewFrame(): void;
  94892. /**
  94893. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94894. * @param newCount the count value to add to the monitored count
  94895. * @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.
  94896. */
  94897. addCount(newCount: number, fetchResult: boolean): void;
  94898. /**
  94899. * Start monitoring this performance counter
  94900. */
  94901. beginMonitoring(): void;
  94902. /**
  94903. * Compute the time lapsed since the previous beginMonitoring() call.
  94904. * @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
  94905. */
  94906. endMonitoring(newFrame?: boolean): void;
  94907. private _fetchResult;
  94908. private _startMonitoringTime;
  94909. private _min;
  94910. private _max;
  94911. private _average;
  94912. private _current;
  94913. private _totalValueCount;
  94914. private _totalAccumulated;
  94915. private _lastSecAverage;
  94916. private _lastSecAccumulated;
  94917. private _lastSecTime;
  94918. private _lastSecValueCount;
  94919. }
  94920. }
  94921. declare module BABYLON {
  94922. /**
  94923. * Interface for any object that can request an animation frame
  94924. */
  94925. export interface ICustomAnimationFrameRequester {
  94926. /**
  94927. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94928. */
  94929. renderFunction?: Function;
  94930. /**
  94931. * Called to request the next frame to render to
  94932. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94933. */
  94934. requestAnimationFrame: Function;
  94935. /**
  94936. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94937. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94938. */
  94939. requestID?: number;
  94940. }
  94941. }
  94942. declare module BABYLON {
  94943. /**
  94944. * Settings for finer control over video usage
  94945. */
  94946. export interface VideoTextureSettings {
  94947. /**
  94948. * Applies `autoplay` to video, if specified
  94949. */
  94950. autoPlay?: boolean;
  94951. /**
  94952. * Applies `loop` to video, if specified
  94953. */
  94954. loop?: boolean;
  94955. /**
  94956. * Automatically updates internal texture from video at every frame in the render loop
  94957. */
  94958. autoUpdateTexture: boolean;
  94959. /**
  94960. * Image src displayed during the video loading or until the user interacts with the video.
  94961. */
  94962. poster?: string;
  94963. }
  94964. /**
  94965. * If you want to display a video in your scene, this is the special texture for that.
  94966. * This special texture works similar to other textures, with the exception of a few parameters.
  94967. * @see https://doc.babylonjs.com/how_to/video_texture
  94968. */
  94969. export class VideoTexture extends Texture {
  94970. /**
  94971. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94972. */
  94973. readonly autoUpdateTexture: boolean;
  94974. /**
  94975. * The video instance used by the texture internally
  94976. */
  94977. readonly video: HTMLVideoElement;
  94978. private _onUserActionRequestedObservable;
  94979. /**
  94980. * Event triggerd when a dom action is required by the user to play the video.
  94981. * This happens due to recent changes in browser policies preventing video to auto start.
  94982. */
  94983. readonly onUserActionRequestedObservable: Observable<Texture>;
  94984. private _generateMipMaps;
  94985. private _engine;
  94986. private _stillImageCaptured;
  94987. private _displayingPosterTexture;
  94988. private _settings;
  94989. private _createInternalTextureOnEvent;
  94990. private _frameId;
  94991. /**
  94992. * Creates a video texture.
  94993. * If you want to display a video in your scene, this is the special texture for that.
  94994. * This special texture works similar to other textures, with the exception of a few parameters.
  94995. * @see https://doc.babylonjs.com/how_to/video_texture
  94996. * @param name optional name, will detect from video source, if not defined
  94997. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94998. * @param scene is obviously the current scene.
  94999. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95000. * @param invertY is false by default but can be used to invert video on Y axis
  95001. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95002. * @param settings allows finer control over video usage
  95003. */
  95004. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95005. private _getName;
  95006. private _getVideo;
  95007. private _createInternalTexture;
  95008. private reset;
  95009. /**
  95010. * @hidden Internal method to initiate `update`.
  95011. */
  95012. _rebuild(): void;
  95013. /**
  95014. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95015. */
  95016. update(): void;
  95017. /**
  95018. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95019. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95020. */
  95021. updateTexture(isVisible: boolean): void;
  95022. protected _updateInternalTexture: () => void;
  95023. /**
  95024. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95025. * @param url New url.
  95026. */
  95027. updateURL(url: string): void;
  95028. /**
  95029. * Dispose the texture and release its associated resources.
  95030. */
  95031. dispose(): void;
  95032. /**
  95033. * Creates a video texture straight from a stream.
  95034. * @param scene Define the scene the texture should be created in
  95035. * @param stream Define the stream the texture should be created from
  95036. * @returns The created video texture as a promise
  95037. */
  95038. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95039. /**
  95040. * Creates a video texture straight from your WebCam video feed.
  95041. * @param scene Define the scene the texture should be created in
  95042. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95043. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95044. * @returns The created video texture as a promise
  95045. */
  95046. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95047. minWidth: number;
  95048. maxWidth: number;
  95049. minHeight: number;
  95050. maxHeight: number;
  95051. deviceId: string;
  95052. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95053. /**
  95054. * Creates a video texture straight from your WebCam video feed.
  95055. * @param scene Define the scene the texture should be created in
  95056. * @param onReady Define a callback to triggered once the texture will be ready
  95057. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95058. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95059. */
  95060. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95061. minWidth: number;
  95062. maxWidth: number;
  95063. minHeight: number;
  95064. maxHeight: number;
  95065. deviceId: string;
  95066. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95067. }
  95068. }
  95069. declare module BABYLON {
  95070. /**
  95071. * Defines the interface used by objects containing a viewport (like a camera)
  95072. */
  95073. interface IViewportOwnerLike {
  95074. /**
  95075. * Gets or sets the viewport
  95076. */
  95077. viewport: IViewportLike;
  95078. }
  95079. /**
  95080. * Interface for attribute information associated with buffer instanciation
  95081. */
  95082. export class InstancingAttributeInfo {
  95083. /**
  95084. * Index/offset of the attribute in the vertex shader
  95085. */
  95086. index: number;
  95087. /**
  95088. * size of the attribute, 1, 2, 3 or 4
  95089. */
  95090. attributeSize: number;
  95091. /**
  95092. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95093. * default is FLOAT
  95094. */
  95095. attribyteType: number;
  95096. /**
  95097. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95098. */
  95099. normalized: boolean;
  95100. /**
  95101. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95102. */
  95103. offset: number;
  95104. /**
  95105. * Name of the GLSL attribute, for debugging purpose only
  95106. */
  95107. attributeName: string;
  95108. }
  95109. /**
  95110. * Define options used to create a depth texture
  95111. */
  95112. export class DepthTextureCreationOptions {
  95113. /** Specifies whether or not a stencil should be allocated in the texture */
  95114. generateStencil?: boolean;
  95115. /** Specifies whether or not bilinear filtering is enable on the texture */
  95116. bilinearFiltering?: boolean;
  95117. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95118. comparisonFunction?: number;
  95119. /** Specifies if the created texture is a cube texture */
  95120. isCube?: boolean;
  95121. }
  95122. /**
  95123. * Class used to describe the capabilities of the engine relatively to the current browser
  95124. */
  95125. export class EngineCapabilities {
  95126. /** Maximum textures units per fragment shader */
  95127. maxTexturesImageUnits: number;
  95128. /** Maximum texture units per vertex shader */
  95129. maxVertexTextureImageUnits: number;
  95130. /** Maximum textures units in the entire pipeline */
  95131. maxCombinedTexturesImageUnits: number;
  95132. /** Maximum texture size */
  95133. maxTextureSize: number;
  95134. /** Maximum cube texture size */
  95135. maxCubemapTextureSize: number;
  95136. /** Maximum render texture size */
  95137. maxRenderTextureSize: number;
  95138. /** Maximum number of vertex attributes */
  95139. maxVertexAttribs: number;
  95140. /** Maximum number of varyings */
  95141. maxVaryingVectors: number;
  95142. /** Maximum number of uniforms per vertex shader */
  95143. maxVertexUniformVectors: number;
  95144. /** Maximum number of uniforms per fragment shader */
  95145. maxFragmentUniformVectors: number;
  95146. /** Defines if standard derivates (dx/dy) are supported */
  95147. standardDerivatives: boolean;
  95148. /** Defines if s3tc texture compression is supported */
  95149. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95150. /** Defines if pvrtc texture compression is supported */
  95151. pvrtc: any;
  95152. /** Defines if etc1 texture compression is supported */
  95153. etc1: any;
  95154. /** Defines if etc2 texture compression is supported */
  95155. etc2: any;
  95156. /** Defines if astc texture compression is supported */
  95157. astc: any;
  95158. /** Defines if float textures are supported */
  95159. textureFloat: boolean;
  95160. /** Defines if vertex array objects are supported */
  95161. vertexArrayObject: boolean;
  95162. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95163. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95164. /** Gets the maximum level of anisotropy supported */
  95165. maxAnisotropy: number;
  95166. /** Defines if instancing is supported */
  95167. instancedArrays: boolean;
  95168. /** Defines if 32 bits indices are supported */
  95169. uintIndices: boolean;
  95170. /** Defines if high precision shaders are supported */
  95171. highPrecisionShaderSupported: boolean;
  95172. /** Defines if depth reading in the fragment shader is supported */
  95173. fragmentDepthSupported: boolean;
  95174. /** Defines if float texture linear filtering is supported*/
  95175. textureFloatLinearFiltering: boolean;
  95176. /** Defines if rendering to float textures is supported */
  95177. textureFloatRender: boolean;
  95178. /** Defines if half float textures are supported*/
  95179. textureHalfFloat: boolean;
  95180. /** Defines if half float texture linear filtering is supported*/
  95181. textureHalfFloatLinearFiltering: boolean;
  95182. /** Defines if rendering to half float textures is supported */
  95183. textureHalfFloatRender: boolean;
  95184. /** Defines if textureLOD shader command is supported */
  95185. textureLOD: boolean;
  95186. /** Defines if draw buffers extension is supported */
  95187. drawBuffersExtension: boolean;
  95188. /** Defines if depth textures are supported */
  95189. depthTextureExtension: boolean;
  95190. /** Defines if float color buffer are supported */
  95191. colorBufferFloat: boolean;
  95192. /** Gets disjoint timer query extension (null if not supported) */
  95193. timerQuery: EXT_disjoint_timer_query;
  95194. /** Defines if timestamp can be used with timer query */
  95195. canUseTimestampForTimerQuery: boolean;
  95196. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95197. multiview: any;
  95198. /** Function used to let the system compiles shaders in background */
  95199. parallelShaderCompile: {
  95200. COMPLETION_STATUS_KHR: number;
  95201. };
  95202. /** Max number of texture samples for MSAA */
  95203. maxMSAASamples: number;
  95204. }
  95205. /** Interface defining initialization parameters for Engine class */
  95206. export interface EngineOptions extends WebGLContextAttributes {
  95207. /**
  95208. * Defines if the engine should no exceed a specified device ratio
  95209. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95210. */
  95211. limitDeviceRatio?: number;
  95212. /**
  95213. * Defines if webvr should be enabled automatically
  95214. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95215. */
  95216. autoEnableWebVR?: boolean;
  95217. /**
  95218. * Defines if webgl2 should be turned off even if supported
  95219. * @see http://doc.babylonjs.com/features/webgl2
  95220. */
  95221. disableWebGL2Support?: boolean;
  95222. /**
  95223. * Defines if webaudio should be initialized as well
  95224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95225. */
  95226. audioEngine?: boolean;
  95227. /**
  95228. * Defines if animations should run using a deterministic lock step
  95229. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95230. */
  95231. deterministicLockstep?: boolean;
  95232. /** Defines the maximum steps to use with deterministic lock step mode */
  95233. lockstepMaxSteps?: number;
  95234. /**
  95235. * Defines that engine should ignore context lost events
  95236. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95237. */
  95238. doNotHandleContextLost?: boolean;
  95239. /**
  95240. * Defines that engine should ignore modifying touch action attribute and style
  95241. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95242. */
  95243. doNotHandleTouchAction?: boolean;
  95244. /**
  95245. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95246. */
  95247. useHighPrecisionFloats?: boolean;
  95248. }
  95249. /**
  95250. * Defines the interface used by display changed events
  95251. */
  95252. export interface IDisplayChangedEventArgs {
  95253. /** Gets the vrDisplay object (if any) */
  95254. vrDisplay: Nullable<any>;
  95255. /** Gets a boolean indicating if webVR is supported */
  95256. vrSupported: boolean;
  95257. }
  95258. /**
  95259. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95260. */
  95261. export class Engine {
  95262. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95263. static ExceptionList: ({
  95264. key: string;
  95265. capture: string;
  95266. captureConstraint: number;
  95267. targets: string[];
  95268. } | {
  95269. key: string;
  95270. capture: null;
  95271. captureConstraint: null;
  95272. targets: string[];
  95273. })[];
  95274. /** Gets the list of created engines */
  95275. static readonly Instances: Engine[];
  95276. /**
  95277. * Gets the latest created engine
  95278. */
  95279. static readonly LastCreatedEngine: Nullable<Engine>;
  95280. /**
  95281. * Gets the latest created scene
  95282. */
  95283. static readonly LastCreatedScene: Nullable<Scene>;
  95284. /**
  95285. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95286. * @param flag defines which part of the materials must be marked as dirty
  95287. * @param predicate defines a predicate used to filter which materials should be affected
  95288. */
  95289. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95290. /** @hidden */
  95291. static _TextureLoaders: IInternalTextureLoader[];
  95292. /** Defines that alpha blending is disabled */
  95293. static readonly ALPHA_DISABLE: number;
  95294. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95295. static readonly ALPHA_ADD: number;
  95296. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95297. static readonly ALPHA_COMBINE: number;
  95298. /** Defines that alpha blending to DEST - SRC * DEST */
  95299. static readonly ALPHA_SUBTRACT: number;
  95300. /** Defines that alpha blending to SRC * DEST */
  95301. static readonly ALPHA_MULTIPLY: number;
  95302. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95303. static readonly ALPHA_MAXIMIZED: number;
  95304. /** Defines that alpha blending to SRC + DEST */
  95305. static readonly ALPHA_ONEONE: number;
  95306. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95307. static readonly ALPHA_PREMULTIPLIED: number;
  95308. /**
  95309. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95310. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95311. */
  95312. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95313. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95314. static readonly ALPHA_INTERPOLATE: number;
  95315. /**
  95316. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95317. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95318. */
  95319. static readonly ALPHA_SCREENMODE: number;
  95320. /** Defines that the ressource is not delayed*/
  95321. static readonly DELAYLOADSTATE_NONE: number;
  95322. /** Defines that the ressource was successfully delay loaded */
  95323. static readonly DELAYLOADSTATE_LOADED: number;
  95324. /** Defines that the ressource is currently delay loading */
  95325. static readonly DELAYLOADSTATE_LOADING: number;
  95326. /** Defines that the ressource is delayed and has not started loading */
  95327. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95328. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95329. static readonly NEVER: number;
  95330. /** 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 */
  95331. static readonly ALWAYS: number;
  95332. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95333. static readonly LESS: number;
  95334. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95335. static readonly EQUAL: number;
  95336. /** 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 */
  95337. static readonly LEQUAL: number;
  95338. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95339. static readonly GREATER: number;
  95340. /** 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 */
  95341. static readonly GEQUAL: number;
  95342. /** 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 */
  95343. static readonly NOTEQUAL: number;
  95344. /** Passed to stencilOperation to specify that stencil value must be kept */
  95345. static readonly KEEP: number;
  95346. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95347. static readonly REPLACE: number;
  95348. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95349. static readonly INCR: number;
  95350. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95351. static readonly DECR: number;
  95352. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95353. static readonly INVERT: number;
  95354. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95355. static readonly INCR_WRAP: number;
  95356. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95357. static readonly DECR_WRAP: number;
  95358. /** Texture is not repeating outside of 0..1 UVs */
  95359. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95360. /** Texture is repeating outside of 0..1 UVs */
  95361. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95362. /** Texture is repeating and mirrored */
  95363. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95364. /** ALPHA */
  95365. static readonly TEXTUREFORMAT_ALPHA: number;
  95366. /** LUMINANCE */
  95367. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95368. /** LUMINANCE_ALPHA */
  95369. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95370. /** RGB */
  95371. static readonly TEXTUREFORMAT_RGB: number;
  95372. /** RGBA */
  95373. static readonly TEXTUREFORMAT_RGBA: number;
  95374. /** RED */
  95375. static readonly TEXTUREFORMAT_RED: number;
  95376. /** RED (2nd reference) */
  95377. static readonly TEXTUREFORMAT_R: number;
  95378. /** RG */
  95379. static readonly TEXTUREFORMAT_RG: number;
  95380. /** RED_INTEGER */
  95381. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95382. /** RED_INTEGER (2nd reference) */
  95383. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95384. /** RG_INTEGER */
  95385. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95386. /** RGB_INTEGER */
  95387. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95388. /** RGBA_INTEGER */
  95389. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95390. /** UNSIGNED_BYTE */
  95391. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95392. /** UNSIGNED_BYTE (2nd reference) */
  95393. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95394. /** FLOAT */
  95395. static readonly TEXTURETYPE_FLOAT: number;
  95396. /** HALF_FLOAT */
  95397. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95398. /** BYTE */
  95399. static readonly TEXTURETYPE_BYTE: number;
  95400. /** SHORT */
  95401. static readonly TEXTURETYPE_SHORT: number;
  95402. /** UNSIGNED_SHORT */
  95403. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95404. /** INT */
  95405. static readonly TEXTURETYPE_INT: number;
  95406. /** UNSIGNED_INT */
  95407. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95408. /** UNSIGNED_SHORT_4_4_4_4 */
  95409. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95410. /** UNSIGNED_SHORT_5_5_5_1 */
  95411. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95412. /** UNSIGNED_SHORT_5_6_5 */
  95413. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95414. /** UNSIGNED_INT_2_10_10_10_REV */
  95415. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95416. /** UNSIGNED_INT_24_8 */
  95417. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95418. /** UNSIGNED_INT_10F_11F_11F_REV */
  95419. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95420. /** UNSIGNED_INT_5_9_9_9_REV */
  95421. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95422. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95423. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95424. /** nearest is mag = nearest and min = nearest and mip = linear */
  95425. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95426. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95427. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95428. /** Trilinear is mag = linear and min = linear and mip = linear */
  95429. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95430. /** nearest is mag = nearest and min = nearest and mip = linear */
  95431. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95432. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95433. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95434. /** Trilinear is mag = linear and min = linear and mip = linear */
  95435. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95436. /** mag = nearest and min = nearest and mip = nearest */
  95437. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95438. /** mag = nearest and min = linear and mip = nearest */
  95439. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95440. /** mag = nearest and min = linear and mip = linear */
  95441. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95442. /** mag = nearest and min = linear and mip = none */
  95443. static readonly TEXTURE_NEAREST_LINEAR: number;
  95444. /** mag = nearest and min = nearest and mip = none */
  95445. static readonly TEXTURE_NEAREST_NEAREST: number;
  95446. /** mag = linear and min = nearest and mip = nearest */
  95447. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95448. /** mag = linear and min = nearest and mip = linear */
  95449. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95450. /** mag = linear and min = linear and mip = none */
  95451. static readonly TEXTURE_LINEAR_LINEAR: number;
  95452. /** mag = linear and min = nearest and mip = none */
  95453. static readonly TEXTURE_LINEAR_NEAREST: number;
  95454. /** Explicit coordinates mode */
  95455. static readonly TEXTURE_EXPLICIT_MODE: number;
  95456. /** Spherical coordinates mode */
  95457. static readonly TEXTURE_SPHERICAL_MODE: number;
  95458. /** Planar coordinates mode */
  95459. static readonly TEXTURE_PLANAR_MODE: number;
  95460. /** Cubic coordinates mode */
  95461. static readonly TEXTURE_CUBIC_MODE: number;
  95462. /** Projection coordinates mode */
  95463. static readonly TEXTURE_PROJECTION_MODE: number;
  95464. /** Skybox coordinates mode */
  95465. static readonly TEXTURE_SKYBOX_MODE: number;
  95466. /** Inverse Cubic coordinates mode */
  95467. static readonly TEXTURE_INVCUBIC_MODE: number;
  95468. /** Equirectangular coordinates mode */
  95469. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95470. /** Equirectangular Fixed coordinates mode */
  95471. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95472. /** Equirectangular Fixed Mirrored coordinates mode */
  95473. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95474. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95475. static readonly SCALEMODE_FLOOR: number;
  95476. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95477. static readonly SCALEMODE_NEAREST: number;
  95478. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95479. static readonly SCALEMODE_CEILING: number;
  95480. /**
  95481. * Returns the current npm package of the sdk
  95482. */
  95483. static readonly NpmPackage: string;
  95484. /**
  95485. * Returns the current version of the framework
  95486. */
  95487. static readonly Version: string;
  95488. /**
  95489. * Returns a string describing the current engine
  95490. */
  95491. readonly description: string;
  95492. /**
  95493. * Gets or sets the epsilon value used by collision engine
  95494. */
  95495. static CollisionsEpsilon: number;
  95496. /**
  95497. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95498. */
  95499. static ShadersRepository: string;
  95500. /**
  95501. * Method called to create the default loading screen.
  95502. * This can be overriden in your own app.
  95503. * @param canvas The rendering canvas element
  95504. * @returns The loading screen
  95505. */
  95506. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95507. /**
  95508. * Method called to create the default rescale post process on each engine.
  95509. */
  95510. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95511. /** @hidden */
  95512. _shaderProcessor: IShaderProcessor;
  95513. /**
  95514. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95515. */
  95516. forcePOTTextures: boolean;
  95517. /**
  95518. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95519. */
  95520. isFullscreen: boolean;
  95521. /**
  95522. * Gets a boolean indicating if the pointer is currently locked
  95523. */
  95524. isPointerLock: boolean;
  95525. /**
  95526. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95527. */
  95528. cullBackFaces: boolean;
  95529. /**
  95530. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95531. */
  95532. renderEvenInBackground: boolean;
  95533. /**
  95534. * Gets or sets a boolean indicating that cache can be kept between frames
  95535. */
  95536. preventCacheWipeBetweenFrames: boolean;
  95537. /**
  95538. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95539. **/
  95540. enableOfflineSupport: boolean;
  95541. /**
  95542. * 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)
  95543. **/
  95544. disableManifestCheck: boolean;
  95545. /**
  95546. * Gets the list of created scenes
  95547. */
  95548. scenes: Scene[];
  95549. /**
  95550. * Event raised when a new scene is created
  95551. */
  95552. onNewSceneAddedObservable: Observable<Scene>;
  95553. /**
  95554. * Gets the list of created postprocesses
  95555. */
  95556. postProcesses: PostProcess[];
  95557. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95558. validateShaderPrograms: boolean;
  95559. /**
  95560. * Observable event triggered each time the rendering canvas is resized
  95561. */
  95562. onResizeObservable: Observable<Engine>;
  95563. /**
  95564. * Observable event triggered each time the canvas loses focus
  95565. */
  95566. onCanvasBlurObservable: Observable<Engine>;
  95567. /**
  95568. * Observable event triggered each time the canvas gains focus
  95569. */
  95570. onCanvasFocusObservable: Observable<Engine>;
  95571. /**
  95572. * Observable event triggered each time the canvas receives pointerout event
  95573. */
  95574. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95575. /**
  95576. * Observable event triggered before each texture is initialized
  95577. */
  95578. onBeforeTextureInitObservable: Observable<Texture>;
  95579. /**
  95580. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95581. */
  95582. disableUniformBuffers: boolean;
  95583. /** @hidden */
  95584. _uniformBuffers: UniformBuffer[];
  95585. /**
  95586. * Gets a boolean indicating that the engine supports uniform buffers
  95587. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95588. */
  95589. readonly supportsUniformBuffers: boolean;
  95590. /**
  95591. * Observable raised when the engine begins a new frame
  95592. */
  95593. onBeginFrameObservable: Observable<Engine>;
  95594. /**
  95595. * If set, will be used to request the next animation frame for the render loop
  95596. */
  95597. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95598. /**
  95599. * Observable raised when the engine ends the current frame
  95600. */
  95601. onEndFrameObservable: Observable<Engine>;
  95602. /**
  95603. * Observable raised when the engine is about to compile a shader
  95604. */
  95605. onBeforeShaderCompilationObservable: Observable<Engine>;
  95606. /**
  95607. * Observable raised when the engine has jsut compiled a shader
  95608. */
  95609. onAfterShaderCompilationObservable: Observable<Engine>;
  95610. /** @hidden */
  95611. _gl: WebGLRenderingContext;
  95612. private _renderingCanvas;
  95613. private _windowIsBackground;
  95614. protected _webGLVersion: number;
  95615. protected _highPrecisionShadersAllowed: boolean;
  95616. /** @hidden */
  95617. readonly _shouldUseHighPrecisionShader: boolean;
  95618. /**
  95619. * Gets a boolean indicating that only power of 2 textures are supported
  95620. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95621. */
  95622. readonly needPOTTextures: boolean;
  95623. /** @hidden */
  95624. _badOS: boolean;
  95625. /** @hidden */
  95626. _badDesktopOS: boolean;
  95627. /**
  95628. * Gets the audio engine
  95629. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95630. * @ignorenaming
  95631. */
  95632. static audioEngine: IAudioEngine;
  95633. /**
  95634. * Default AudioEngine factory responsible of creating the Audio Engine.
  95635. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95636. */
  95637. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95638. /**
  95639. * Default offline support factory responsible of creating a tool used to store data locally.
  95640. * By default, this will create a Database object if the workload has been embedded.
  95641. */
  95642. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95643. private _onFocus;
  95644. private _onBlur;
  95645. private _onCanvasPointerOut;
  95646. private _onCanvasBlur;
  95647. private _onCanvasFocus;
  95648. private _onFullscreenChange;
  95649. private _onPointerLockChange;
  95650. private _hardwareScalingLevel;
  95651. /** @hidden */
  95652. _caps: EngineCapabilities;
  95653. private _pointerLockRequested;
  95654. private _isStencilEnable;
  95655. protected _colorWrite: boolean;
  95656. private _loadingScreen;
  95657. /** @hidden */
  95658. _drawCalls: PerfCounter;
  95659. private _glVersion;
  95660. private _glRenderer;
  95661. private _glVendor;
  95662. private _videoTextureSupported;
  95663. private _renderingQueueLaunched;
  95664. private _activeRenderLoops;
  95665. private _deterministicLockstep;
  95666. private _lockstepMaxSteps;
  95667. /**
  95668. * Observable signaled when a context lost event is raised
  95669. */
  95670. onContextLostObservable: Observable<Engine>;
  95671. /**
  95672. * Observable signaled when a context restored event is raised
  95673. */
  95674. onContextRestoredObservable: Observable<Engine>;
  95675. private _onContextLost;
  95676. private _onContextRestored;
  95677. private _contextWasLost;
  95678. /** @hidden */
  95679. _doNotHandleContextLost: boolean;
  95680. /**
  95681. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95682. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95683. */
  95684. doNotHandleContextLost: boolean;
  95685. private _performanceMonitor;
  95686. private _fps;
  95687. private _deltaTime;
  95688. /**
  95689. * Turn this value on if you want to pause FPS computation when in background
  95690. */
  95691. disablePerformanceMonitorInBackground: boolean;
  95692. /**
  95693. * Gets the performance monitor attached to this engine
  95694. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95695. */
  95696. readonly performanceMonitor: PerformanceMonitor;
  95697. /**
  95698. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95699. */
  95700. disableVertexArrayObjects: boolean;
  95701. /** @hidden */
  95702. protected _depthCullingState: _DepthCullingState;
  95703. /** @hidden */
  95704. protected _stencilState: _StencilState;
  95705. /** @hidden */
  95706. protected _alphaState: _AlphaState;
  95707. /** @hidden */
  95708. protected _alphaMode: number;
  95709. /** @hidden */
  95710. _internalTexturesCache: InternalTexture[];
  95711. /** @hidden */
  95712. protected _activeChannel: number;
  95713. private _currentTextureChannel;
  95714. /** @hidden */
  95715. protected _boundTexturesCache: {
  95716. [key: string]: Nullable<InternalTexture>;
  95717. };
  95718. /** @hidden */
  95719. protected _currentEffect: Nullable<Effect>;
  95720. /** @hidden */
  95721. protected _currentProgram: Nullable<WebGLProgram>;
  95722. private _compiledEffects;
  95723. private _vertexAttribArraysEnabled;
  95724. /** @hidden */
  95725. protected _cachedViewport: Nullable<IViewportLike>;
  95726. private _cachedVertexArrayObject;
  95727. /** @hidden */
  95728. protected _cachedVertexBuffers: any;
  95729. /** @hidden */
  95730. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95731. /** @hidden */
  95732. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95733. /** @hidden */
  95734. _currentRenderTarget: Nullable<InternalTexture>;
  95735. private _uintIndicesCurrentlySet;
  95736. private _currentBoundBuffer;
  95737. /** @hidden */
  95738. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95739. private _currentBufferPointers;
  95740. private _currentInstanceLocations;
  95741. private _currentInstanceBuffers;
  95742. private _textureUnits;
  95743. /** @hidden */
  95744. _workingCanvas: Nullable<HTMLCanvasElement>;
  95745. /** @hidden */
  95746. _workingContext: Nullable<CanvasRenderingContext2D>;
  95747. private _rescalePostProcess;
  95748. private _dummyFramebuffer;
  95749. private _externalData;
  95750. /** @hidden */
  95751. _bindedRenderFunction: any;
  95752. private _vaoRecordInProgress;
  95753. private _mustWipeVertexAttributes;
  95754. private _emptyTexture;
  95755. private _emptyCubeTexture;
  95756. private _emptyTexture3D;
  95757. /** @hidden */
  95758. _frameHandler: number;
  95759. private _nextFreeTextureSlots;
  95760. private _maxSimultaneousTextures;
  95761. private _activeRequests;
  95762. private _texturesSupported;
  95763. /** @hidden */
  95764. _textureFormatInUse: Nullable<string>;
  95765. /**
  95766. * Gets the list of texture formats supported
  95767. */
  95768. readonly texturesSupported: Array<string>;
  95769. /**
  95770. * Gets the list of texture formats in use
  95771. */
  95772. readonly textureFormatInUse: Nullable<string>;
  95773. /**
  95774. * Gets the current viewport
  95775. */
  95776. readonly currentViewport: Nullable<IViewportLike>;
  95777. /**
  95778. * Gets the default empty texture
  95779. */
  95780. readonly emptyTexture: InternalTexture;
  95781. /**
  95782. * Gets the default empty 3D texture
  95783. */
  95784. readonly emptyTexture3D: InternalTexture;
  95785. /**
  95786. * Gets the default empty cube texture
  95787. */
  95788. readonly emptyCubeTexture: InternalTexture;
  95789. /**
  95790. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95791. */
  95792. readonly premultipliedAlpha: boolean;
  95793. /**
  95794. * Creates a new engine
  95795. * @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
  95796. * @param antialias defines enable antialiasing (default: false)
  95797. * @param options defines further options to be sent to the getContext() function
  95798. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95799. */
  95800. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95801. /**
  95802. * Initializes a webVR display and starts listening to display change events
  95803. * The onVRDisplayChangedObservable will be notified upon these changes
  95804. * @returns The onVRDisplayChangedObservable
  95805. */
  95806. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95807. /** @hidden */
  95808. _prepareVRComponent(): void;
  95809. /** @hidden */
  95810. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95811. /** @hidden */
  95812. _submitVRFrame(): void;
  95813. /**
  95814. * Call this function to leave webVR mode
  95815. * Will do nothing if webVR is not supported or if there is no webVR device
  95816. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95817. */
  95818. disableVR(): void;
  95819. /**
  95820. * Gets a boolean indicating that the system is in VR mode and is presenting
  95821. * @returns true if VR mode is engaged
  95822. */
  95823. isVRPresenting(): boolean;
  95824. /** @hidden */
  95825. _requestVRFrame(): void;
  95826. private _disableTouchAction;
  95827. private _rebuildInternalTextures;
  95828. private _rebuildEffects;
  95829. /**
  95830. * Gets a boolean indicating if all created effects are ready
  95831. * @returns true if all effects are ready
  95832. */
  95833. areAllEffectsReady(): boolean;
  95834. private _rebuildBuffers;
  95835. private _initGLContext;
  95836. /**
  95837. * Gets version of the current webGL context
  95838. */
  95839. readonly webGLVersion: number;
  95840. /**
  95841. * Gets a string idenfifying the name of the class
  95842. * @returns "Engine" string
  95843. */
  95844. getClassName(): string;
  95845. /**
  95846. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95847. */
  95848. readonly isStencilEnable: boolean;
  95849. /** @hidden */
  95850. _prepareWorkingCanvas(): void;
  95851. /**
  95852. * Reset the texture cache to empty state
  95853. */
  95854. resetTextureCache(): void;
  95855. /**
  95856. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95857. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95858. * @returns true if engine is in deterministic lock step mode
  95859. */
  95860. isDeterministicLockStep(): boolean;
  95861. /**
  95862. * Gets the max steps when engine is running in deterministic lock step
  95863. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95864. * @returns the max steps
  95865. */
  95866. getLockstepMaxSteps(): number;
  95867. /**
  95868. * Gets an object containing information about the current webGL context
  95869. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95870. */
  95871. getGlInfo(): {
  95872. vendor: string;
  95873. renderer: string;
  95874. version: string;
  95875. };
  95876. /**
  95877. * Gets current aspect ratio
  95878. * @param viewportOwner defines the camera to use to get the aspect ratio
  95879. * @param useScreen defines if screen size must be used (or the current render target if any)
  95880. * @returns a number defining the aspect ratio
  95881. */
  95882. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95883. /**
  95884. * Gets current screen aspect ratio
  95885. * @returns a number defining the aspect ratio
  95886. */
  95887. getScreenAspectRatio(): number;
  95888. /**
  95889. * Gets the current render width
  95890. * @param useScreen defines if screen size must be used (or the current render target if any)
  95891. * @returns a number defining the current render width
  95892. */
  95893. getRenderWidth(useScreen?: boolean): number;
  95894. /**
  95895. * Gets the current render height
  95896. * @param useScreen defines if screen size must be used (or the current render target if any)
  95897. * @returns a number defining the current render height
  95898. */
  95899. getRenderHeight(useScreen?: boolean): number;
  95900. /**
  95901. * Gets the HTML canvas attached with the current webGL context
  95902. * @returns a HTML canvas
  95903. */
  95904. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95905. /**
  95906. * Gets host window
  95907. * @returns the host window object
  95908. */
  95909. getHostWindow(): Window;
  95910. /**
  95911. * Gets host document
  95912. * @returns the host document object
  95913. */
  95914. getHostDocument(): Document;
  95915. /**
  95916. * Gets the client rect of the HTML canvas attached with the current webGL context
  95917. * @returns a client rectanglee
  95918. */
  95919. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95920. /**
  95921. * Defines the hardware scaling level.
  95922. * By default the hardware scaling level is computed from the window device ratio.
  95923. * 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.
  95924. * @param level defines the level to use
  95925. */
  95926. setHardwareScalingLevel(level: number): void;
  95927. /**
  95928. * Gets the current hardware scaling level.
  95929. * By default the hardware scaling level is computed from the window device ratio.
  95930. * 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.
  95931. * @returns a number indicating the current hardware scaling level
  95932. */
  95933. getHardwareScalingLevel(): number;
  95934. /**
  95935. * Gets the list of loaded textures
  95936. * @returns an array containing all loaded textures
  95937. */
  95938. getLoadedTexturesCache(): InternalTexture[];
  95939. /**
  95940. * Gets the object containing all engine capabilities
  95941. * @returns the EngineCapabilities object
  95942. */
  95943. getCaps(): EngineCapabilities;
  95944. /**
  95945. * Gets the current depth function
  95946. * @returns a number defining the depth function
  95947. */
  95948. getDepthFunction(): Nullable<number>;
  95949. /**
  95950. * Sets the current depth function
  95951. * @param depthFunc defines the function to use
  95952. */
  95953. setDepthFunction(depthFunc: number): void;
  95954. /**
  95955. * Sets the current depth function to GREATER
  95956. */
  95957. setDepthFunctionToGreater(): void;
  95958. /**
  95959. * Sets the current depth function to GEQUAL
  95960. */
  95961. setDepthFunctionToGreaterOrEqual(): void;
  95962. /**
  95963. * Sets the current depth function to LESS
  95964. */
  95965. setDepthFunctionToLess(): void;
  95966. private _cachedStencilBuffer;
  95967. private _cachedStencilFunction;
  95968. private _cachedStencilMask;
  95969. private _cachedStencilOperationPass;
  95970. private _cachedStencilOperationFail;
  95971. private _cachedStencilOperationDepthFail;
  95972. private _cachedStencilReference;
  95973. /**
  95974. * Caches the the state of the stencil buffer
  95975. */
  95976. cacheStencilState(): void;
  95977. /**
  95978. * Restores the state of the stencil buffer
  95979. */
  95980. restoreStencilState(): void;
  95981. /**
  95982. * Sets the current depth function to LEQUAL
  95983. */
  95984. setDepthFunctionToLessOrEqual(): void;
  95985. /**
  95986. * Gets a boolean indicating if stencil buffer is enabled
  95987. * @returns the current stencil buffer state
  95988. */
  95989. getStencilBuffer(): boolean;
  95990. /**
  95991. * Enable or disable the stencil buffer
  95992. * @param enable defines if the stencil buffer must be enabled or disabled
  95993. */
  95994. setStencilBuffer(enable: boolean): void;
  95995. /**
  95996. * Gets the current stencil mask
  95997. * @returns a number defining the new stencil mask to use
  95998. */
  95999. getStencilMask(): number;
  96000. /**
  96001. * Sets the current stencil mask
  96002. * @param mask defines the new stencil mask to use
  96003. */
  96004. setStencilMask(mask: number): void;
  96005. /**
  96006. * Gets the current stencil function
  96007. * @returns a number defining the stencil function to use
  96008. */
  96009. getStencilFunction(): number;
  96010. /**
  96011. * Gets the current stencil reference value
  96012. * @returns a number defining the stencil reference value to use
  96013. */
  96014. getStencilFunctionReference(): number;
  96015. /**
  96016. * Gets the current stencil mask
  96017. * @returns a number defining the stencil mask to use
  96018. */
  96019. getStencilFunctionMask(): number;
  96020. /**
  96021. * Sets the current stencil function
  96022. * @param stencilFunc defines the new stencil function to use
  96023. */
  96024. setStencilFunction(stencilFunc: number): void;
  96025. /**
  96026. * Sets the current stencil reference
  96027. * @param reference defines the new stencil reference to use
  96028. */
  96029. setStencilFunctionReference(reference: number): void;
  96030. /**
  96031. * Sets the current stencil mask
  96032. * @param mask defines the new stencil mask to use
  96033. */
  96034. setStencilFunctionMask(mask: number): void;
  96035. /**
  96036. * Gets the current stencil operation when stencil fails
  96037. * @returns a number defining stencil operation to use when stencil fails
  96038. */
  96039. getStencilOperationFail(): number;
  96040. /**
  96041. * Gets the current stencil operation when depth fails
  96042. * @returns a number defining stencil operation to use when depth fails
  96043. */
  96044. getStencilOperationDepthFail(): number;
  96045. /**
  96046. * Gets the current stencil operation when stencil passes
  96047. * @returns a number defining stencil operation to use when stencil passes
  96048. */
  96049. getStencilOperationPass(): number;
  96050. /**
  96051. * Sets the stencil operation to use when stencil fails
  96052. * @param operation defines the stencil operation to use when stencil fails
  96053. */
  96054. setStencilOperationFail(operation: number): void;
  96055. /**
  96056. * Sets the stencil operation to use when depth fails
  96057. * @param operation defines the stencil operation to use when depth fails
  96058. */
  96059. setStencilOperationDepthFail(operation: number): void;
  96060. /**
  96061. * Sets the stencil operation to use when stencil passes
  96062. * @param operation defines the stencil operation to use when stencil passes
  96063. */
  96064. setStencilOperationPass(operation: number): void;
  96065. /**
  96066. * Sets a boolean indicating if the dithering state is enabled or disabled
  96067. * @param value defines the dithering state
  96068. */
  96069. setDitheringState(value: boolean): void;
  96070. /**
  96071. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96072. * @param value defines the rasterizer state
  96073. */
  96074. setRasterizerState(value: boolean): void;
  96075. /**
  96076. * stop executing a render loop function and remove it from the execution array
  96077. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96078. */
  96079. stopRenderLoop(renderFunction?: () => void): void;
  96080. /** @hidden */
  96081. _renderLoop(): void;
  96082. /**
  96083. * Can be used to override the current requestAnimationFrame requester.
  96084. * @hidden
  96085. */
  96086. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96087. /**
  96088. * Register and execute a render loop. The engine can have more than one render function
  96089. * @param renderFunction defines the function to continuously execute
  96090. */
  96091. runRenderLoop(renderFunction: () => void): void;
  96092. /**
  96093. * Toggle full screen mode
  96094. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96095. */
  96096. switchFullscreen(requestPointerLock: boolean): void;
  96097. /**
  96098. * Enters full screen mode
  96099. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96100. */
  96101. enterFullscreen(requestPointerLock: boolean): void;
  96102. /**
  96103. * Exits full screen mode
  96104. */
  96105. exitFullscreen(): void;
  96106. /**
  96107. * Enters Pointerlock mode
  96108. */
  96109. enterPointerlock(): void;
  96110. /**
  96111. * Exits Pointerlock mode
  96112. */
  96113. exitPointerlock(): void;
  96114. /**
  96115. * Clear the current render buffer or the current render target (if any is set up)
  96116. * @param color defines the color to use
  96117. * @param backBuffer defines if the back buffer must be cleared
  96118. * @param depth defines if the depth buffer must be cleared
  96119. * @param stencil defines if the stencil buffer must be cleared
  96120. */
  96121. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96122. /**
  96123. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96124. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96125. * @param y defines the y-coordinate of the corner of the clear rectangle
  96126. * @param width defines the width of the clear rectangle
  96127. * @param height defines the height of the clear rectangle
  96128. * @param clearColor defines the clear color
  96129. */
  96130. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96131. /**
  96132. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96133. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96134. * @param y defines the y-coordinate of the corner of the clear rectangle
  96135. * @param width defines the width of the clear rectangle
  96136. * @param height defines the height of the clear rectangle
  96137. */
  96138. enableScissor(x: number, y: number, width: number, height: number): void;
  96139. /**
  96140. * Disable previously set scissor test rectangle
  96141. */
  96142. disableScissor(): void;
  96143. private _viewportCached;
  96144. /** @hidden */
  96145. _viewport(x: number, y: number, width: number, height: number): void;
  96146. /**
  96147. * Set the WebGL's viewport
  96148. * @param viewport defines the viewport element to be used
  96149. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96150. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96151. */
  96152. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96153. /**
  96154. * Directly set the WebGL Viewport
  96155. * @param x defines the x coordinate of the viewport (in screen space)
  96156. * @param y defines the y coordinate of the viewport (in screen space)
  96157. * @param width defines the width of the viewport (in screen space)
  96158. * @param height defines the height of the viewport (in screen space)
  96159. * @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
  96160. */
  96161. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96162. /**
  96163. * Begin a new frame
  96164. */
  96165. beginFrame(): void;
  96166. /**
  96167. * Enf the current frame
  96168. */
  96169. endFrame(): void;
  96170. /**
  96171. * Resize the view according to the canvas' size
  96172. */
  96173. resize(): void;
  96174. /**
  96175. * Force a specific size of the canvas
  96176. * @param width defines the new canvas' width
  96177. * @param height defines the new canvas' height
  96178. */
  96179. setSize(width: number, height: number): void;
  96180. /**
  96181. * Binds the frame buffer to the specified texture.
  96182. * @param texture The texture to render to or null for the default canvas
  96183. * @param faceIndex The face of the texture to render to in case of cube texture
  96184. * @param requiredWidth The width of the target to render to
  96185. * @param requiredHeight The height of the target to render to
  96186. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96187. * @param depthStencilTexture The depth stencil texture to use to render
  96188. * @param lodLevel defines le lod level to bind to the frame buffer
  96189. */
  96190. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96191. /** @hidden */
  96192. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96193. /**
  96194. * Unbind the current render target texture from the webGL context
  96195. * @param texture defines the render target texture to unbind
  96196. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96197. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96198. */
  96199. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96200. /**
  96201. * Force the mipmap generation for the given render target texture
  96202. * @param texture defines the render target texture to use
  96203. */
  96204. generateMipMapsForCubemap(texture: InternalTexture): void;
  96205. /**
  96206. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96207. */
  96208. flushFramebuffer(): void;
  96209. /**
  96210. * Unbind the current render target and bind the default framebuffer
  96211. */
  96212. restoreDefaultFramebuffer(): void;
  96213. /**
  96214. * Create an uniform buffer
  96215. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96216. * @param elements defines the content of the uniform buffer
  96217. * @returns the webGL uniform buffer
  96218. */
  96219. createUniformBuffer(elements: FloatArray): DataBuffer;
  96220. /**
  96221. * Create a dynamic uniform buffer
  96222. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96223. * @param elements defines the content of the uniform buffer
  96224. * @returns the webGL uniform buffer
  96225. */
  96226. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96227. /**
  96228. * Update an existing uniform buffer
  96229. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96230. * @param uniformBuffer defines the target uniform buffer
  96231. * @param elements defines the content to update
  96232. * @param offset defines the offset in the uniform buffer where update should start
  96233. * @param count defines the size of the data to update
  96234. */
  96235. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96236. private _resetVertexBufferBinding;
  96237. /**
  96238. * Creates a vertex buffer
  96239. * @param data the data for the vertex buffer
  96240. * @returns the new WebGL static buffer
  96241. */
  96242. createVertexBuffer(data: DataArray): DataBuffer;
  96243. /**
  96244. * Creates a dynamic vertex buffer
  96245. * @param data the data for the dynamic vertex buffer
  96246. * @returns the new WebGL dynamic buffer
  96247. */
  96248. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96249. /**
  96250. * Update a dynamic index buffer
  96251. * @param indexBuffer defines the target index buffer
  96252. * @param indices defines the data to update
  96253. * @param offset defines the offset in the target index buffer where update should start
  96254. */
  96255. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96256. /**
  96257. * Updates a dynamic vertex buffer.
  96258. * @param vertexBuffer the vertex buffer to update
  96259. * @param data the data used to update the vertex buffer
  96260. * @param byteOffset the byte offset of the data
  96261. * @param byteLength the byte length of the data
  96262. */
  96263. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96264. private _resetIndexBufferBinding;
  96265. /**
  96266. * Creates a new index buffer
  96267. * @param indices defines the content of the index buffer
  96268. * @param updatable defines if the index buffer must be updatable
  96269. * @returns a new webGL buffer
  96270. */
  96271. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96272. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96273. /**
  96274. * Bind a webGL buffer to the webGL context
  96275. * @param buffer defines the buffer to bind
  96276. */
  96277. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96278. /**
  96279. * Bind an uniform buffer to the current webGL context
  96280. * @param buffer defines the buffer to bind
  96281. */
  96282. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96283. /**
  96284. * Bind a buffer to the current webGL context at a given location
  96285. * @param buffer defines the buffer to bind
  96286. * @param location defines the index where to bind the buffer
  96287. */
  96288. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96289. /**
  96290. * Bind a specific block at a given index in a specific shader program
  96291. * @param pipelineContext defines the pipeline context to use
  96292. * @param blockName defines the block name
  96293. * @param index defines the index where to bind the block
  96294. */
  96295. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96296. private bindIndexBuffer;
  96297. private bindBuffer;
  96298. /**
  96299. * update the bound buffer with the given data
  96300. * @param data defines the data to update
  96301. */
  96302. updateArrayBuffer(data: Float32Array): void;
  96303. private _vertexAttribPointer;
  96304. private _bindIndexBufferWithCache;
  96305. private _bindVertexBuffersAttributes;
  96306. /**
  96307. * Records a vertex array object
  96308. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96309. * @param vertexBuffers defines the list of vertex buffers to store
  96310. * @param indexBuffer defines the index buffer to store
  96311. * @param effect defines the effect to store
  96312. * @returns the new vertex array object
  96313. */
  96314. recordVertexArrayObject(vertexBuffers: {
  96315. [key: string]: VertexBuffer;
  96316. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96317. /**
  96318. * Bind a specific vertex array object
  96319. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96320. * @param vertexArrayObject defines the vertex array object to bind
  96321. * @param indexBuffer defines the index buffer to bind
  96322. */
  96323. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96324. /**
  96325. * Bind webGl buffers directly to the webGL context
  96326. * @param vertexBuffer defines the vertex buffer to bind
  96327. * @param indexBuffer defines the index buffer to bind
  96328. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96329. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96330. * @param effect defines the effect associated with the vertex buffer
  96331. */
  96332. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96333. private _unbindVertexArrayObject;
  96334. /**
  96335. * Bind a list of vertex buffers to the webGL context
  96336. * @param vertexBuffers defines the list of vertex buffers to bind
  96337. * @param indexBuffer defines the index buffer to bind
  96338. * @param effect defines the effect associated with the vertex buffers
  96339. */
  96340. bindBuffers(vertexBuffers: {
  96341. [key: string]: Nullable<VertexBuffer>;
  96342. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96343. /**
  96344. * Unbind all instance attributes
  96345. */
  96346. unbindInstanceAttributes(): void;
  96347. /**
  96348. * Release and free the memory of a vertex array object
  96349. * @param vao defines the vertex array object to delete
  96350. */
  96351. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96352. /** @hidden */
  96353. _releaseBuffer(buffer: DataBuffer): boolean;
  96354. protected _deleteBuffer(buffer: DataBuffer): void;
  96355. /**
  96356. * Creates a webGL buffer to use with instanciation
  96357. * @param capacity defines the size of the buffer
  96358. * @returns the webGL buffer
  96359. */
  96360. createInstancesBuffer(capacity: number): DataBuffer;
  96361. /**
  96362. * Delete a webGL buffer used with instanciation
  96363. * @param buffer defines the webGL buffer to delete
  96364. */
  96365. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96366. /**
  96367. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96368. * @param instancesBuffer defines the webGL buffer to update and bind
  96369. * @param data defines the data to store in the buffer
  96370. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96371. */
  96372. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96373. /**
  96374. * Apply all cached states (depth, culling, stencil and alpha)
  96375. */
  96376. applyStates(): void;
  96377. /**
  96378. * Send a draw order
  96379. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96380. * @param indexStart defines the starting index
  96381. * @param indexCount defines the number of index to draw
  96382. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96383. */
  96384. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96385. /**
  96386. * Draw a list of points
  96387. * @param verticesStart defines the index of first vertex to draw
  96388. * @param verticesCount defines the count of vertices to draw
  96389. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96390. */
  96391. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96392. /**
  96393. * Draw a list of unindexed primitives
  96394. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96395. * @param verticesStart defines the index of first vertex to draw
  96396. * @param verticesCount defines the count of vertices to draw
  96397. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96398. */
  96399. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96400. /**
  96401. * Draw a list of indexed primitives
  96402. * @param fillMode defines the primitive to use
  96403. * @param indexStart defines the starting index
  96404. * @param indexCount defines the number of index to draw
  96405. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96406. */
  96407. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96408. /**
  96409. * Draw a list of unindexed primitives
  96410. * @param fillMode defines the primitive to use
  96411. * @param verticesStart defines the index of first vertex to draw
  96412. * @param verticesCount defines the count of vertices to draw
  96413. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96414. */
  96415. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96416. private _drawMode;
  96417. /** @hidden */
  96418. _releaseEffect(effect: Effect): void;
  96419. /** @hidden */
  96420. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96421. /**
  96422. * Create a new effect (used to store vertex/fragment shaders)
  96423. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96424. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96425. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96426. * @param samplers defines an array of string used to represent textures
  96427. * @param defines defines the string containing the defines to use to compile the shaders
  96428. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96429. * @param onCompiled defines a function to call when the effect creation is successful
  96430. * @param onError defines a function to call when the effect creation has failed
  96431. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96432. * @returns the new Effect
  96433. */
  96434. 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;
  96435. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96436. private _compileShader;
  96437. private _compileRawShader;
  96438. /**
  96439. * Directly creates a webGL program
  96440. * @param pipelineContext defines the pipeline context to attach to
  96441. * @param vertexCode defines the vertex shader code to use
  96442. * @param fragmentCode defines the fragment shader code to use
  96443. * @param context defines the webGL context to use (if not set, the current one will be used)
  96444. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96445. * @returns the new webGL program
  96446. */
  96447. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96448. /**
  96449. * Creates a webGL program
  96450. * @param pipelineContext defines the pipeline context to attach to
  96451. * @param vertexCode defines the vertex shader code to use
  96452. * @param fragmentCode defines the fragment shader code to use
  96453. * @param defines defines the string containing the defines to use to compile the shaders
  96454. * @param context defines the webGL context to use (if not set, the current one will be used)
  96455. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96456. * @returns the new webGL program
  96457. */
  96458. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96459. /**
  96460. * Creates a new pipeline context
  96461. * @returns the new pipeline
  96462. */
  96463. createPipelineContext(): IPipelineContext;
  96464. private _createShaderProgram;
  96465. private _finalizePipelineContext;
  96466. /** @hidden */
  96467. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96468. /** @hidden */
  96469. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96470. /** @hidden */
  96471. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96472. /**
  96473. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96474. * @param pipelineContext defines the pipeline context to use
  96475. * @param uniformsNames defines the list of uniform names
  96476. * @returns an array of webGL uniform locations
  96477. */
  96478. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96479. /**
  96480. * Gets the lsit of active attributes for a given webGL program
  96481. * @param pipelineContext defines the pipeline context to use
  96482. * @param attributesNames defines the list of attribute names to get
  96483. * @returns an array of indices indicating the offset of each attribute
  96484. */
  96485. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96486. /**
  96487. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96488. * @param effect defines the effect to activate
  96489. */
  96490. enableEffect(effect: Nullable<Effect>): void;
  96491. /**
  96492. * Set the value of an uniform to an array of int32
  96493. * @param uniform defines the webGL uniform location where to store the value
  96494. * @param array defines the array of int32 to store
  96495. */
  96496. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96497. /**
  96498. * Set the value of an uniform to an array of int32 (stored as vec2)
  96499. * @param uniform defines the webGL uniform location where to store the value
  96500. * @param array defines the array of int32 to store
  96501. */
  96502. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96503. /**
  96504. * Set the value of an uniform to an array of int32 (stored as vec3)
  96505. * @param uniform defines the webGL uniform location where to store the value
  96506. * @param array defines the array of int32 to store
  96507. */
  96508. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96509. /**
  96510. * Set the value of an uniform to an array of int32 (stored as vec4)
  96511. * @param uniform defines the webGL uniform location where to store the value
  96512. * @param array defines the array of int32 to store
  96513. */
  96514. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96515. /**
  96516. * Set the value of an uniform to an array of float32
  96517. * @param uniform defines the webGL uniform location where to store the value
  96518. * @param array defines the array of float32 to store
  96519. */
  96520. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96521. /**
  96522. * Set the value of an uniform to an array of float32 (stored as vec2)
  96523. * @param uniform defines the webGL uniform location where to store the value
  96524. * @param array defines the array of float32 to store
  96525. */
  96526. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96527. /**
  96528. * Set the value of an uniform to an array of float32 (stored as vec3)
  96529. * @param uniform defines the webGL uniform location where to store the value
  96530. * @param array defines the array of float32 to store
  96531. */
  96532. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96533. /**
  96534. * Set the value of an uniform to an array of float32 (stored as vec4)
  96535. * @param uniform defines the webGL uniform location where to store the value
  96536. * @param array defines the array of float32 to store
  96537. */
  96538. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96539. /**
  96540. * Set the value of an uniform to an array of number
  96541. * @param uniform defines the webGL uniform location where to store the value
  96542. * @param array defines the array of number to store
  96543. */
  96544. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96545. /**
  96546. * Set the value of an uniform to an array of number (stored as vec2)
  96547. * @param uniform defines the webGL uniform location where to store the value
  96548. * @param array defines the array of number to store
  96549. */
  96550. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96551. /**
  96552. * Set the value of an uniform to an array of number (stored as vec3)
  96553. * @param uniform defines the webGL uniform location where to store the value
  96554. * @param array defines the array of number to store
  96555. */
  96556. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96557. /**
  96558. * Set the value of an uniform to an array of number (stored as vec4)
  96559. * @param uniform defines the webGL uniform location where to store the value
  96560. * @param array defines the array of number to store
  96561. */
  96562. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96563. /**
  96564. * Set the value of an uniform to an array of float32 (stored as matrices)
  96565. * @param uniform defines the webGL uniform location where to store the value
  96566. * @param matrices defines the array of float32 to store
  96567. */
  96568. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96569. /**
  96570. * Set the value of an uniform to a matrix (3x3)
  96571. * @param uniform defines the webGL uniform location where to store the value
  96572. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96573. */
  96574. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96575. /**
  96576. * Set the value of an uniform to a matrix (2x2)
  96577. * @param uniform defines the webGL uniform location where to store the value
  96578. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96579. */
  96580. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96581. /**
  96582. * Set the value of an uniform to a number (int)
  96583. * @param uniform defines the webGL uniform location where to store the value
  96584. * @param value defines the int number to store
  96585. */
  96586. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96587. /**
  96588. * Set the value of an uniform to a number (float)
  96589. * @param uniform defines the webGL uniform location where to store the value
  96590. * @param value defines the float number to store
  96591. */
  96592. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96593. /**
  96594. * Set the value of an uniform to a vec2
  96595. * @param uniform defines the webGL uniform location where to store the value
  96596. * @param x defines the 1st component of the value
  96597. * @param y defines the 2nd component of the value
  96598. */
  96599. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96600. /**
  96601. * Set the value of an uniform to a vec3
  96602. * @param uniform defines the webGL uniform location where to store the value
  96603. * @param x defines the 1st component of the value
  96604. * @param y defines the 2nd component of the value
  96605. * @param z defines the 3rd component of the value
  96606. */
  96607. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96608. /**
  96609. * Set the value of an uniform to a boolean
  96610. * @param uniform defines the webGL uniform location where to store the value
  96611. * @param bool defines the boolean to store
  96612. */
  96613. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96614. /**
  96615. * Set the value of an uniform to a vec4
  96616. * @param uniform defines the webGL uniform location where to store the value
  96617. * @param x defines the 1st component of the value
  96618. * @param y defines the 2nd component of the value
  96619. * @param z defines the 3rd component of the value
  96620. * @param w defines the 4th component of the value
  96621. */
  96622. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96623. /**
  96624. * Sets a Color4 on a uniform variable
  96625. * @param uniform defines the uniform location
  96626. * @param color4 defines the value to be set
  96627. */
  96628. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96629. /**
  96630. * Set various states to the webGL context
  96631. * @param culling defines backface culling state
  96632. * @param zOffset defines the value to apply to zOffset (0 by default)
  96633. * @param force defines if states must be applied even if cache is up to date
  96634. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96635. */
  96636. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96637. /**
  96638. * Set the z offset to apply to current rendering
  96639. * @param value defines the offset to apply
  96640. */
  96641. setZOffset(value: number): void;
  96642. /**
  96643. * Gets the current value of the zOffset
  96644. * @returns the current zOffset state
  96645. */
  96646. getZOffset(): number;
  96647. /**
  96648. * Enable or disable depth buffering
  96649. * @param enable defines the state to set
  96650. */
  96651. setDepthBuffer(enable: boolean): void;
  96652. /**
  96653. * Gets a boolean indicating if depth writing is enabled
  96654. * @returns the current depth writing state
  96655. */
  96656. getDepthWrite(): boolean;
  96657. /**
  96658. * Enable or disable depth writing
  96659. * @param enable defines the state to set
  96660. */
  96661. setDepthWrite(enable: boolean): void;
  96662. /**
  96663. * Enable or disable color writing
  96664. * @param enable defines the state to set
  96665. */
  96666. setColorWrite(enable: boolean): void;
  96667. /**
  96668. * Gets a boolean indicating if color writing is enabled
  96669. * @returns the current color writing state
  96670. */
  96671. getColorWrite(): boolean;
  96672. /**
  96673. * Sets alpha constants used by some alpha blending modes
  96674. * @param r defines the red component
  96675. * @param g defines the green component
  96676. * @param b defines the blue component
  96677. * @param a defines the alpha component
  96678. */
  96679. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96680. /**
  96681. * Sets the current alpha mode
  96682. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96683. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96684. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96685. */
  96686. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96687. /**
  96688. * Gets the current alpha mode
  96689. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96690. * @returns the current alpha mode
  96691. */
  96692. getAlphaMode(): number;
  96693. /**
  96694. * Clears the list of texture accessible through engine.
  96695. * This can help preventing texture load conflict due to name collision.
  96696. */
  96697. clearInternalTexturesCache(): void;
  96698. /**
  96699. * Force the entire cache to be cleared
  96700. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96701. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96702. */
  96703. wipeCaches(bruteForce?: boolean): void;
  96704. /**
  96705. * Set the compressed texture format to use, based on the formats you have, and the formats
  96706. * supported by the hardware / browser.
  96707. *
  96708. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96709. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96710. * to API arguments needed to compressed textures. This puts the burden on the container
  96711. * generator to house the arcane code for determining these for current & future formats.
  96712. *
  96713. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96714. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96715. *
  96716. * Note: The result of this call is not taken into account when a texture is base64.
  96717. *
  96718. * @param formatsAvailable defines the list of those format families you have created
  96719. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96720. *
  96721. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96722. * @returns The extension selected.
  96723. */
  96724. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96725. /** @hidden */
  96726. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96727. min: number;
  96728. mag: number;
  96729. };
  96730. /** @hidden */
  96731. _createTexture(): WebGLTexture;
  96732. /**
  96733. * Usually called from Texture.ts.
  96734. * Passed information to create a WebGLTexture
  96735. * @param urlArg defines a value which contains one of the following:
  96736. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96737. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96738. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96739. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96740. * @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)
  96741. * @param scene needed for loading to the correct scene
  96742. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96743. * @param onLoad optional callback to be called upon successful completion
  96744. * @param onError optional callback to be called upon failure
  96745. * @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
  96746. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96747. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96748. * @param forcedExtension defines the extension to use to pick the right loader
  96749. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96750. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96751. */
  96752. 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;
  96753. /**
  96754. * @hidden
  96755. * Rescales a texture
  96756. * @param source input texutre
  96757. * @param destination destination texture
  96758. * @param scene scene to use to render the resize
  96759. * @param internalFormat format to use when resizing
  96760. * @param onComplete callback to be called when resize has completed
  96761. */
  96762. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96763. private _unpackFlipYCached;
  96764. /**
  96765. * In case you are sharing the context with other applications, it might
  96766. * be interested to not cache the unpack flip y state to ensure a consistent
  96767. * value would be set.
  96768. */
  96769. enableUnpackFlipYCached: boolean;
  96770. /** @hidden */
  96771. _unpackFlipY(value: boolean): void;
  96772. /** @hidden */
  96773. _getUnpackAlignement(): number;
  96774. /**
  96775. * Creates a dynamic texture
  96776. * @param width defines the width of the texture
  96777. * @param height defines the height of the texture
  96778. * @param generateMipMaps defines if the engine should generate the mip levels
  96779. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96780. * @returns the dynamic texture inside an InternalTexture
  96781. */
  96782. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96783. /**
  96784. * Update the sampling mode of a given texture
  96785. * @param samplingMode defines the required sampling mode
  96786. * @param texture defines the texture to update
  96787. */
  96788. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96789. /**
  96790. * Update the content of a dynamic texture
  96791. * @param texture defines the texture to update
  96792. * @param canvas defines the canvas containing the source
  96793. * @param invertY defines if data must be stored with Y axis inverted
  96794. * @param premulAlpha defines if alpha is stored as premultiplied
  96795. * @param format defines the format of the data
  96796. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96797. */
  96798. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96799. /**
  96800. * Update a video texture
  96801. * @param texture defines the texture to update
  96802. * @param video defines the video element to use
  96803. * @param invertY defines if data must be stored with Y axis inverted
  96804. */
  96805. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96806. /**
  96807. * Updates a depth texture Comparison Mode and Function.
  96808. * If the comparison Function is equal to 0, the mode will be set to none.
  96809. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96810. * @param texture The texture to set the comparison function for
  96811. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96812. */
  96813. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96814. /** @hidden */
  96815. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96816. width: number;
  96817. height: number;
  96818. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96819. /**
  96820. * Creates a depth stencil texture.
  96821. * This is only available in WebGL 2 or with the depth texture extension available.
  96822. * @param size The size of face edge in the texture.
  96823. * @param options The options defining the texture.
  96824. * @returns The texture
  96825. */
  96826. createDepthStencilTexture(size: number | {
  96827. width: number;
  96828. height: number;
  96829. }, options: DepthTextureCreationOptions): InternalTexture;
  96830. /**
  96831. * Creates a depth stencil texture.
  96832. * This is only available in WebGL 2 or with the depth texture extension available.
  96833. * @param size The size of face edge in the texture.
  96834. * @param options The options defining the texture.
  96835. * @returns The texture
  96836. */
  96837. private _createDepthStencilTexture;
  96838. /**
  96839. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96840. * @param renderTarget The render target to set the frame buffer for
  96841. */
  96842. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96843. /**
  96844. * Creates a new render target texture
  96845. * @param size defines the size of the texture
  96846. * @param options defines the options used to create the texture
  96847. * @returns a new render target texture stored in an InternalTexture
  96848. */
  96849. createRenderTargetTexture(size: number | {
  96850. width: number;
  96851. height: number;
  96852. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96853. /** @hidden */
  96854. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96855. /**
  96856. * Updates the sample count of a render target texture
  96857. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96858. * @param texture defines the texture to update
  96859. * @param samples defines the sample count to set
  96860. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96861. */
  96862. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96863. /** @hidden */
  96864. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96865. /** @hidden */
  96866. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96867. /** @hidden */
  96868. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96869. /** @hidden */
  96870. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96871. /**
  96872. * @hidden
  96873. */
  96874. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96875. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  96876. private _prepareWebGLTexture;
  96877. /** @hidden */
  96878. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96879. /** @hidden */
  96880. _releaseFramebufferObjects(texture: InternalTexture): void;
  96881. /** @hidden */
  96882. _releaseTexture(texture: InternalTexture): void;
  96883. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  96884. protected _setProgram(program: WebGLProgram): void;
  96885. protected _boundUniforms: {
  96886. [key: number]: WebGLUniformLocation;
  96887. };
  96888. /**
  96889. * Binds an effect to the webGL context
  96890. * @param effect defines the effect to bind
  96891. */
  96892. bindSamplers(effect: Effect): void;
  96893. private _activateCurrentTexture;
  96894. /** @hidden */
  96895. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96896. /** @hidden */
  96897. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96898. /**
  96899. * Sets a texture to the webGL context from a postprocess
  96900. * @param channel defines the channel to use
  96901. * @param postProcess defines the source postprocess
  96902. */
  96903. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96904. /**
  96905. * Binds the output of the passed in post process to the texture channel specified
  96906. * @param channel The channel the texture should be bound to
  96907. * @param postProcess The post process which's output should be bound
  96908. */
  96909. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96910. /**
  96911. * Unbind all textures from the webGL context
  96912. */
  96913. unbindAllTextures(): void;
  96914. /**
  96915. * Sets a texture to the according uniform.
  96916. * @param channel The texture channel
  96917. * @param uniform The uniform to set
  96918. * @param texture The texture to apply
  96919. */
  96920. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96921. /**
  96922. * Sets a depth stencil texture from a render target to the according uniform.
  96923. * @param channel The texture channel
  96924. * @param uniform The uniform to set
  96925. * @param texture The render target texture containing the depth stencil texture to apply
  96926. */
  96927. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96928. private _bindSamplerUniformToChannel;
  96929. private _getTextureWrapMode;
  96930. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  96931. /**
  96932. * Sets an array of texture to the webGL context
  96933. * @param channel defines the channel where the texture array must be set
  96934. * @param uniform defines the associated uniform location
  96935. * @param textures defines the array of textures to bind
  96936. */
  96937. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96938. /** @hidden */
  96939. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96940. private _setTextureParameterFloat;
  96941. private _setTextureParameterInteger;
  96942. /**
  96943. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96944. * @param x defines the x coordinate of the rectangle where pixels must be read
  96945. * @param y defines the y coordinate of the rectangle where pixels must be read
  96946. * @param width defines the width of the rectangle where pixels must be read
  96947. * @param height defines the height of the rectangle where pixels must be read
  96948. * @returns a Uint8Array containing RGBA colors
  96949. */
  96950. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96951. /**
  96952. * Add an externaly attached data from its key.
  96953. * This method call will fail and return false, if such key already exists.
  96954. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96955. * @param key the unique key that identifies the data
  96956. * @param data the data object to associate to the key for this Engine instance
  96957. * @return true if no such key were already present and the data was added successfully, false otherwise
  96958. */
  96959. addExternalData<T>(key: string, data: T): boolean;
  96960. /**
  96961. * Get an externaly attached data from its key
  96962. * @param key the unique key that identifies the data
  96963. * @return the associated data, if present (can be null), or undefined if not present
  96964. */
  96965. getExternalData<T>(key: string): T;
  96966. /**
  96967. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96968. * @param key the unique key that identifies the data
  96969. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96970. * @return the associated data, can be null if the factory returned null.
  96971. */
  96972. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96973. /**
  96974. * Remove an externaly attached data from the Engine instance
  96975. * @param key the unique key that identifies the data
  96976. * @return true if the data was successfully removed, false if it doesn't exist
  96977. */
  96978. removeExternalData(key: string): boolean;
  96979. /**
  96980. * Unbind all vertex attributes from the webGL context
  96981. */
  96982. unbindAllAttributes(): void;
  96983. /**
  96984. * 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
  96985. */
  96986. releaseEffects(): void;
  96987. /**
  96988. * Dispose and release all associated resources
  96989. */
  96990. dispose(): void;
  96991. /**
  96992. * Display the loading screen
  96993. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96994. */
  96995. displayLoadingUI(): void;
  96996. /**
  96997. * Hide the loading screen
  96998. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96999. */
  97000. hideLoadingUI(): void;
  97001. /**
  97002. * Gets the current loading screen object
  97003. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97004. */
  97005. /**
  97006. * Sets the current loading screen object
  97007. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97008. */
  97009. loadingScreen: ILoadingScreen;
  97010. /**
  97011. * Sets the current loading screen text
  97012. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97013. */
  97014. loadingUIText: string;
  97015. /**
  97016. * Sets the current loading screen background color
  97017. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97018. */
  97019. loadingUIBackgroundColor: string;
  97020. /**
  97021. * Attach a new callback raised when context lost event is fired
  97022. * @param callback defines the callback to call
  97023. */
  97024. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97025. /**
  97026. * Attach a new callback raised when context restored event is fired
  97027. * @param callback defines the callback to call
  97028. */
  97029. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97030. /**
  97031. * Gets the source code of the vertex shader associated with a specific webGL program
  97032. * @param program defines the program to use
  97033. * @returns a string containing the source code of the vertex shader associated with the program
  97034. */
  97035. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97036. /**
  97037. * Gets the source code of the fragment shader associated with a specific webGL program
  97038. * @param program defines the program to use
  97039. * @returns a string containing the source code of the fragment shader associated with the program
  97040. */
  97041. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97042. /**
  97043. * Get the current error code of the webGL context
  97044. * @returns the error code
  97045. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97046. */
  97047. getError(): number;
  97048. /**
  97049. * Gets the current framerate
  97050. * @returns a number representing the framerate
  97051. */
  97052. getFps(): number;
  97053. /**
  97054. * Gets the time spent between current and previous frame
  97055. * @returns a number representing the delta time in ms
  97056. */
  97057. getDeltaTime(): number;
  97058. private _measureFps;
  97059. /** @hidden */
  97060. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97061. private _canRenderToFloatFramebuffer;
  97062. private _canRenderToHalfFloatFramebuffer;
  97063. private _canRenderToFramebuffer;
  97064. /** @hidden */
  97065. _getWebGLTextureType(type: number): number;
  97066. /** @hidden */
  97067. _getInternalFormat(format: number): number;
  97068. /** @hidden */
  97069. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97070. /** @hidden */
  97071. _getRGBAMultiSampleBufferFormat(type: number): number;
  97072. /** @hidden */
  97073. _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;
  97074. /** @hidden */
  97075. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97076. /**
  97077. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97078. * @returns true if the engine can be created
  97079. * @ignorenaming
  97080. */
  97081. static isSupported(): boolean;
  97082. /**
  97083. * Find the next highest power of two.
  97084. * @param x Number to start search from.
  97085. * @return Next highest power of two.
  97086. */
  97087. static CeilingPOT(x: number): number;
  97088. /**
  97089. * Find the next lowest power of two.
  97090. * @param x Number to start search from.
  97091. * @return Next lowest power of two.
  97092. */
  97093. static FloorPOT(x: number): number;
  97094. /**
  97095. * Find the nearest power of two.
  97096. * @param x Number to start search from.
  97097. * @return Next nearest power of two.
  97098. */
  97099. static NearestPOT(x: number): number;
  97100. /**
  97101. * Get the closest exponent of two
  97102. * @param value defines the value to approximate
  97103. * @param max defines the maximum value to return
  97104. * @param mode defines how to define the closest value
  97105. * @returns closest exponent of two of the given value
  97106. */
  97107. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97108. /**
  97109. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97110. * @param func - the function to be called
  97111. * @param requester - the object that will request the next frame. Falls back to window.
  97112. * @returns frame number
  97113. */
  97114. static QueueNewFrame(func: () => void, requester?: any): number;
  97115. /**
  97116. * Ask the browser to promote the current element to pointerlock mode
  97117. * @param element defines the DOM element to promote
  97118. */
  97119. static _RequestPointerlock(element: HTMLElement): void;
  97120. /**
  97121. * Asks the browser to exit pointerlock mode
  97122. */
  97123. static _ExitPointerlock(): void;
  97124. /**
  97125. * Ask the browser to promote the current element to fullscreen rendering mode
  97126. * @param element defines the DOM element to promote
  97127. */
  97128. static _RequestFullscreen(element: HTMLElement): void;
  97129. /**
  97130. * Asks the browser to exit fullscreen mode
  97131. */
  97132. static _ExitFullscreen(): void;
  97133. }
  97134. }
  97135. declare module BABYLON {
  97136. /**
  97137. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97138. * during the life time of the application.
  97139. */
  97140. export class EngineStore {
  97141. /** Gets the list of created engines */
  97142. static Instances: Engine[];
  97143. /** @hidden */
  97144. static _LastCreatedScene: Nullable<Scene>;
  97145. /**
  97146. * Gets the latest created engine
  97147. */
  97148. static readonly LastCreatedEngine: Nullable<Engine>;
  97149. /**
  97150. * Gets the latest created scene
  97151. */
  97152. static readonly LastCreatedScene: Nullable<Scene>;
  97153. /**
  97154. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97155. * @ignorenaming
  97156. */
  97157. static UseFallbackTexture: boolean;
  97158. /**
  97159. * Texture content used if a texture cannot loaded
  97160. * @ignorenaming
  97161. */
  97162. static FallbackTexture: string;
  97163. }
  97164. }
  97165. declare module BABYLON {
  97166. /**
  97167. * Helper class that provides a small promise polyfill
  97168. */
  97169. export class PromisePolyfill {
  97170. /**
  97171. * Static function used to check if the polyfill is required
  97172. * If this is the case then the function will inject the polyfill to window.Promise
  97173. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97174. */
  97175. static Apply(force?: boolean): void;
  97176. }
  97177. }
  97178. declare module BABYLON {
  97179. /**
  97180. * Interface for screenshot methods with describe argument called `size` as object with options
  97181. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97182. */
  97183. export interface IScreenshotSize {
  97184. /**
  97185. * number in pixels for canvas height
  97186. */
  97187. height?: number;
  97188. /**
  97189. * multiplier allowing render at a higher or lower resolution
  97190. * If value is defined then height and width will be ignored and taken from camera
  97191. */
  97192. precision?: number;
  97193. /**
  97194. * number in pixels for canvas width
  97195. */
  97196. width?: number;
  97197. }
  97198. }
  97199. declare module BABYLON {
  97200. interface IColor4Like {
  97201. r: float;
  97202. g: float;
  97203. b: float;
  97204. a: float;
  97205. }
  97206. /**
  97207. * Class containing a set of static utilities functions
  97208. */
  97209. export class Tools {
  97210. /**
  97211. * Gets or sets the base URL to use to load assets
  97212. */
  97213. static BaseUrl: string;
  97214. /**
  97215. * Enable/Disable Custom HTTP Request Headers globally.
  97216. * default = false
  97217. * @see CustomRequestHeaders
  97218. */
  97219. static UseCustomRequestHeaders: boolean;
  97220. /**
  97221. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97222. * i.e. when loading files, where the server/service expects an Authorization header
  97223. */
  97224. static CustomRequestHeaders: {
  97225. [key: string]: string;
  97226. };
  97227. /**
  97228. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97229. */
  97230. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97231. /**
  97232. * Default behaviour for cors in the application.
  97233. * It can be a string if the expected behavior is identical in the entire app.
  97234. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97235. */
  97236. static CorsBehavior: string | ((url: string | string[]) => string);
  97237. /**
  97238. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97239. * @ignorenaming
  97240. */
  97241. static UseFallbackTexture: boolean;
  97242. /**
  97243. * Use this object to register external classes like custom textures or material
  97244. * to allow the laoders to instantiate them
  97245. */
  97246. static RegisteredExternalClasses: {
  97247. [key: string]: Object;
  97248. };
  97249. /**
  97250. * Texture content used if a texture cannot loaded
  97251. * @ignorenaming
  97252. */
  97253. static fallbackTexture: string;
  97254. /**
  97255. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97256. * @param u defines the coordinate on X axis
  97257. * @param v defines the coordinate on Y axis
  97258. * @param width defines the width of the source data
  97259. * @param height defines the height of the source data
  97260. * @param pixels defines the source byte array
  97261. * @param color defines the output color
  97262. */
  97263. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97264. /**
  97265. * Interpolates between a and b via alpha
  97266. * @param a The lower value (returned when alpha = 0)
  97267. * @param b The upper value (returned when alpha = 1)
  97268. * @param alpha The interpolation-factor
  97269. * @return The mixed value
  97270. */
  97271. static Mix(a: number, b: number, alpha: number): number;
  97272. /**
  97273. * Tries to instantiate a new object from a given class name
  97274. * @param className defines the class name to instantiate
  97275. * @returns the new object or null if the system was not able to do the instantiation
  97276. */
  97277. static Instantiate(className: string): any;
  97278. /**
  97279. * Provides a slice function that will work even on IE
  97280. * @param data defines the array to slice
  97281. * @param start defines the start of the data (optional)
  97282. * @param end defines the end of the data (optional)
  97283. * @returns the new sliced array
  97284. */
  97285. static Slice<T>(data: T, start?: number, end?: number): T;
  97286. /**
  97287. * Polyfill for setImmediate
  97288. * @param action defines the action to execute after the current execution block
  97289. */
  97290. static SetImmediate(action: () => void): void;
  97291. /**
  97292. * Function indicating if a number is an exponent of 2
  97293. * @param value defines the value to test
  97294. * @returns true if the value is an exponent of 2
  97295. */
  97296. static IsExponentOfTwo(value: number): boolean;
  97297. private static _tmpFloatArray;
  97298. /**
  97299. * Returns the nearest 32-bit single precision float representation of a Number
  97300. * @param value A Number. If the parameter is of a different type, it will get converted
  97301. * to a number or to NaN if it cannot be converted
  97302. * @returns number
  97303. */
  97304. static FloatRound(value: number): number;
  97305. /**
  97306. * Extracts the filename from a path
  97307. * @param path defines the path to use
  97308. * @returns the filename
  97309. */
  97310. static GetFilename(path: string): string;
  97311. /**
  97312. * Extracts the "folder" part of a path (everything before the filename).
  97313. * @param uri The URI to extract the info from
  97314. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97315. * @returns The "folder" part of the path
  97316. */
  97317. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97318. /**
  97319. * Extracts text content from a DOM element hierarchy
  97320. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97321. */
  97322. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97323. /**
  97324. * Convert an angle in radians to degrees
  97325. * @param angle defines the angle to convert
  97326. * @returns the angle in degrees
  97327. */
  97328. static ToDegrees(angle: number): number;
  97329. /**
  97330. * Convert an angle in degrees to radians
  97331. * @param angle defines the angle to convert
  97332. * @returns the angle in radians
  97333. */
  97334. static ToRadians(angle: number): number;
  97335. /**
  97336. * Encode a buffer to a base64 string
  97337. * @param buffer defines the buffer to encode
  97338. * @returns the encoded string
  97339. */
  97340. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97341. /**
  97342. * Returns an array if obj is not an array
  97343. * @param obj defines the object to evaluate as an array
  97344. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97345. * @returns either obj directly if obj is an array or a new array containing obj
  97346. */
  97347. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97348. /**
  97349. * Gets the pointer prefix to use
  97350. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97351. */
  97352. static GetPointerPrefix(): string;
  97353. /**
  97354. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97355. * @param url define the url we are trying
  97356. * @param element define the dom element where to configure the cors policy
  97357. */
  97358. static SetCorsBehavior(url: string | string[], element: {
  97359. crossOrigin: string | null;
  97360. }): void;
  97361. /**
  97362. * Removes unwanted characters from an url
  97363. * @param url defines the url to clean
  97364. * @returns the cleaned url
  97365. */
  97366. static CleanUrl(url: string): string;
  97367. /**
  97368. * Gets or sets a function used to pre-process url before using them to load assets
  97369. */
  97370. static PreprocessUrl: (url: string) => string;
  97371. /**
  97372. * Loads an image as an HTMLImageElement.
  97373. * @param input url string, ArrayBuffer, or Blob to load
  97374. * @param onLoad callback called when the image successfully loads
  97375. * @param onError callback called when the image fails to load
  97376. * @param offlineProvider offline provider for caching
  97377. * @returns the HTMLImageElement of the loaded image
  97378. */
  97379. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97380. /**
  97381. * Loads a file
  97382. * @param url url string, ArrayBuffer, or Blob to load
  97383. * @param onSuccess callback called when the file successfully loads
  97384. * @param onProgress callback called while file is loading (if the server supports this mode)
  97385. * @param offlineProvider defines the offline provider for caching
  97386. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97387. * @param onError callback called when the file fails to load
  97388. * @returns a file request object
  97389. */
  97390. 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;
  97391. /**
  97392. * Loads a file from a url
  97393. * @param url the file url to load
  97394. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97395. */
  97396. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97397. /**
  97398. * Load a script (identified by an url). When the url returns, the
  97399. * content of this file is added into a new script element, attached to the DOM (body element)
  97400. * @param scriptUrl defines the url of the script to laod
  97401. * @param onSuccess defines the callback called when the script is loaded
  97402. * @param onError defines the callback to call if an error occurs
  97403. * @param scriptId defines the id of the script element
  97404. */
  97405. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97406. /**
  97407. * Load an asynchronous script (identified by an url). When the url returns, the
  97408. * content of this file is added into a new script element, attached to the DOM (body element)
  97409. * @param scriptUrl defines the url of the script to laod
  97410. * @param scriptId defines the id of the script element
  97411. * @returns a promise request object
  97412. */
  97413. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97414. /**
  97415. * Loads a file from a blob
  97416. * @param fileToLoad defines the blob to use
  97417. * @param callback defines the callback to call when data is loaded
  97418. * @param progressCallback defines the callback to call during loading process
  97419. * @returns a file request object
  97420. */
  97421. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97422. /**
  97423. * Loads a file
  97424. * @param fileToLoad defines the file to load
  97425. * @param callback defines the callback to call when data is loaded
  97426. * @param progressCallBack defines the callback to call during loading process
  97427. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97428. * @returns a file request object
  97429. */
  97430. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97431. /**
  97432. * Creates a data url from a given string content
  97433. * @param content defines the content to convert
  97434. * @returns the new data url link
  97435. */
  97436. static FileAsURL(content: string): string;
  97437. /**
  97438. * Format the given number to a specific decimal format
  97439. * @param value defines the number to format
  97440. * @param decimals defines the number of decimals to use
  97441. * @returns the formatted string
  97442. */
  97443. static Format(value: number, decimals?: number): string;
  97444. /**
  97445. * Tries to copy an object by duplicating every property
  97446. * @param source defines the source object
  97447. * @param destination defines the target object
  97448. * @param doNotCopyList defines a list of properties to avoid
  97449. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97450. */
  97451. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97452. /**
  97453. * Gets a boolean indicating if the given object has no own property
  97454. * @param obj defines the object to test
  97455. * @returns true if object has no own property
  97456. */
  97457. static IsEmpty(obj: any): boolean;
  97458. /**
  97459. * Function used to register events at window level
  97460. * @param windowElement defines the Window object to use
  97461. * @param events defines the events to register
  97462. */
  97463. static RegisterTopRootEvents(windowElement: Window, events: {
  97464. name: string;
  97465. handler: Nullable<(e: FocusEvent) => any>;
  97466. }[]): void;
  97467. /**
  97468. * Function used to unregister events from window level
  97469. * @param windowElement defines the Window object to use
  97470. * @param events defines the events to unregister
  97471. */
  97472. static UnregisterTopRootEvents(windowElement: Window, events: {
  97473. name: string;
  97474. handler: Nullable<(e: FocusEvent) => any>;
  97475. }[]): void;
  97476. /**
  97477. * @ignore
  97478. */
  97479. static _ScreenshotCanvas: HTMLCanvasElement;
  97480. /**
  97481. * Dumps the current bound framebuffer
  97482. * @param width defines the rendering width
  97483. * @param height defines the rendering height
  97484. * @param engine defines the hosting engine
  97485. * @param successCallback defines the callback triggered once the data are available
  97486. * @param mimeType defines the mime type of the result
  97487. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97488. */
  97489. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97490. /**
  97491. * Converts the canvas data to blob.
  97492. * This acts as a polyfill for browsers not supporting the to blob function.
  97493. * @param canvas Defines the canvas to extract the data from
  97494. * @param successCallback Defines the callback triggered once the data are available
  97495. * @param mimeType Defines the mime type of the result
  97496. */
  97497. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97498. /**
  97499. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97500. * @param successCallback defines the callback triggered once the data are available
  97501. * @param mimeType defines the mime type of the result
  97502. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97503. */
  97504. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97505. /**
  97506. * Downloads a blob in the browser
  97507. * @param blob defines the blob to download
  97508. * @param fileName defines the name of the downloaded file
  97509. */
  97510. static Download(blob: Blob, fileName: string): void;
  97511. /**
  97512. * Captures a screenshot of the current rendering
  97513. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97514. * @param engine defines the rendering engine
  97515. * @param camera defines the source camera
  97516. * @param size This parameter can be set to a single number or to an object with the
  97517. * following (optional) properties: precision, width, height. If a single number is passed,
  97518. * it will be used for both width and height. If an object is passed, the screenshot size
  97519. * will be derived from the parameters. The precision property is a multiplier allowing
  97520. * rendering at a higher or lower resolution
  97521. * @param successCallback defines the callback receives a single parameter which contains the
  97522. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97523. * src parameter of an <img> to display it
  97524. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97525. * Check your browser for supported MIME types
  97526. */
  97527. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97528. /**
  97529. * Captures a screenshot of the current rendering
  97530. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97531. * @param engine defines the rendering engine
  97532. * @param camera defines the source camera
  97533. * @param size This parameter can be set to a single number or to an object with the
  97534. * following (optional) properties: precision, width, height. If a single number is passed,
  97535. * it will be used for both width and height. If an object is passed, the screenshot size
  97536. * will be derived from the parameters. The precision property is a multiplier allowing
  97537. * rendering at a higher or lower resolution
  97538. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97539. * Check your browser for supported MIME types
  97540. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97541. * to the src parameter of an <img> to display it
  97542. */
  97543. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97544. /**
  97545. * Generates an image screenshot from the specified camera.
  97546. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97547. * @param engine The engine to use for rendering
  97548. * @param camera The camera to use for rendering
  97549. * @param size This parameter can be set to a single number or to an object with the
  97550. * following (optional) properties: precision, width, height. If a single number is passed,
  97551. * it will be used for both width and height. If an object is passed, the screenshot size
  97552. * will be derived from the parameters. The precision property is a multiplier allowing
  97553. * rendering at a higher or lower resolution
  97554. * @param successCallback The callback receives a single parameter which contains the
  97555. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97556. * src parameter of an <img> to display it
  97557. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97558. * Check your browser for supported MIME types
  97559. * @param samples Texture samples (default: 1)
  97560. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97561. * @param fileName A name for for the downloaded file.
  97562. */
  97563. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97564. /**
  97565. * Generates an image screenshot from the specified camera.
  97566. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97567. * @param engine The engine to use for rendering
  97568. * @param camera The camera to use for rendering
  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 The MIME type of the screenshot image (default: image/png).
  97575. * Check your browser for supported MIME types
  97576. * @param samples Texture samples (default: 1)
  97577. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97578. * @param fileName A name for for the downloaded file.
  97579. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97580. * to the src parameter of an <img> to display it
  97581. */
  97582. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97583. /**
  97584. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97585. * Be aware Math.random() could cause collisions, but:
  97586. * "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"
  97587. * @returns a pseudo random id
  97588. */
  97589. static RandomId(): string;
  97590. /**
  97591. * Test if the given uri is a base64 string
  97592. * @param uri The uri to test
  97593. * @return True if the uri is a base64 string or false otherwise
  97594. */
  97595. static IsBase64(uri: string): boolean;
  97596. /**
  97597. * Decode the given base64 uri.
  97598. * @param uri The uri to decode
  97599. * @return The decoded base64 data.
  97600. */
  97601. static DecodeBase64(uri: string): ArrayBuffer;
  97602. /**
  97603. * Gets the absolute url.
  97604. * @param url the input url
  97605. * @return the absolute url
  97606. */
  97607. static GetAbsoluteUrl(url: string): string;
  97608. /**
  97609. * No log
  97610. */
  97611. static readonly NoneLogLevel: number;
  97612. /**
  97613. * Only message logs
  97614. */
  97615. static readonly MessageLogLevel: number;
  97616. /**
  97617. * Only warning logs
  97618. */
  97619. static readonly WarningLogLevel: number;
  97620. /**
  97621. * Only error logs
  97622. */
  97623. static readonly ErrorLogLevel: number;
  97624. /**
  97625. * All logs
  97626. */
  97627. static readonly AllLogLevel: number;
  97628. /**
  97629. * Gets a value indicating the number of loading errors
  97630. * @ignorenaming
  97631. */
  97632. static readonly errorsCount: number;
  97633. /**
  97634. * Callback called when a new log is added
  97635. */
  97636. static OnNewCacheEntry: (entry: string) => void;
  97637. /**
  97638. * Log a message to the console
  97639. * @param message defines the message to log
  97640. */
  97641. static Log(message: string): void;
  97642. /**
  97643. * Write a warning message to the console
  97644. * @param message defines the message to log
  97645. */
  97646. static Warn(message: string): void;
  97647. /**
  97648. * Write an error message to the console
  97649. * @param message defines the message to log
  97650. */
  97651. static Error(message: string): void;
  97652. /**
  97653. * Gets current log cache (list of logs)
  97654. */
  97655. static readonly LogCache: string;
  97656. /**
  97657. * Clears the log cache
  97658. */
  97659. static ClearLogCache(): void;
  97660. /**
  97661. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97662. */
  97663. static LogLevels: number;
  97664. /**
  97665. * Checks if the window object exists
  97666. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97667. */
  97668. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97669. /**
  97670. * No performance log
  97671. */
  97672. static readonly PerformanceNoneLogLevel: number;
  97673. /**
  97674. * Use user marks to log performance
  97675. */
  97676. static readonly PerformanceUserMarkLogLevel: number;
  97677. /**
  97678. * Log performance to the console
  97679. */
  97680. static readonly PerformanceConsoleLogLevel: number;
  97681. private static _performance;
  97682. /**
  97683. * Sets the current performance log level
  97684. */
  97685. static PerformanceLogLevel: number;
  97686. private static _StartPerformanceCounterDisabled;
  97687. private static _EndPerformanceCounterDisabled;
  97688. private static _StartUserMark;
  97689. private static _EndUserMark;
  97690. private static _StartPerformanceConsole;
  97691. private static _EndPerformanceConsole;
  97692. /**
  97693. * Starts a performance counter
  97694. */
  97695. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97696. /**
  97697. * Ends a specific performance coutner
  97698. */
  97699. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97700. /**
  97701. * Gets either window.performance.now() if supported or Date.now() else
  97702. */
  97703. static readonly Now: number;
  97704. /**
  97705. * This method will return the name of the class used to create the instance of the given object.
  97706. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97707. * @param object the object to get the class name from
  97708. * @param isType defines if the object is actually a type
  97709. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97710. */
  97711. static GetClassName(object: any, isType?: boolean): string;
  97712. /**
  97713. * Gets the first element of an array satisfying a given predicate
  97714. * @param array defines the array to browse
  97715. * @param predicate defines the predicate to use
  97716. * @returns null if not found or the element
  97717. */
  97718. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97719. /**
  97720. * This method will return the name of the full name of the class, including its owning module (if any).
  97721. * 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).
  97722. * @param object the object to get the class name from
  97723. * @param isType defines if the object is actually a type
  97724. * @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.
  97725. * @ignorenaming
  97726. */
  97727. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97728. /**
  97729. * Returns a promise that resolves after the given amount of time.
  97730. * @param delay Number of milliseconds to delay
  97731. * @returns Promise that resolves after the given amount of time
  97732. */
  97733. static DelayAsync(delay: number): Promise<void>;
  97734. }
  97735. /**
  97736. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97737. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97738. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97739. * @param name The name of the class, case should be preserved
  97740. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97741. */
  97742. export function className(name: string, module?: string): (target: Object) => void;
  97743. /**
  97744. * An implementation of a loop for asynchronous functions.
  97745. */
  97746. export class AsyncLoop {
  97747. /**
  97748. * Defines the number of iterations for the loop
  97749. */
  97750. iterations: number;
  97751. /**
  97752. * Defines the current index of the loop.
  97753. */
  97754. index: number;
  97755. private _done;
  97756. private _fn;
  97757. private _successCallback;
  97758. /**
  97759. * Constructor.
  97760. * @param iterations the number of iterations.
  97761. * @param func the function to run each iteration
  97762. * @param successCallback the callback that will be called upon succesful execution
  97763. * @param offset starting offset.
  97764. */
  97765. constructor(
  97766. /**
  97767. * Defines the number of iterations for the loop
  97768. */
  97769. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97770. /**
  97771. * Execute the next iteration. Must be called after the last iteration was finished.
  97772. */
  97773. executeNext(): void;
  97774. /**
  97775. * Break the loop and run the success callback.
  97776. */
  97777. breakLoop(): void;
  97778. /**
  97779. * Create and run an async loop.
  97780. * @param iterations the number of iterations.
  97781. * @param fn the function to run each iteration
  97782. * @param successCallback the callback that will be called upon succesful execution
  97783. * @param offset starting offset.
  97784. * @returns the created async loop object
  97785. */
  97786. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97787. /**
  97788. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97789. * @param iterations total number of iterations
  97790. * @param syncedIterations number of synchronous iterations in each async iteration.
  97791. * @param fn the function to call each iteration.
  97792. * @param callback a success call back that will be called when iterating stops.
  97793. * @param breakFunction a break condition (optional)
  97794. * @param timeout timeout settings for the setTimeout function. default - 0.
  97795. * @returns the created async loop object
  97796. */
  97797. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97798. }
  97799. }
  97800. declare module BABYLON {
  97801. /** @hidden */
  97802. export interface ICollisionCoordinator {
  97803. createCollider(): Collider;
  97804. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97805. init(scene: Scene): void;
  97806. }
  97807. /** @hidden */
  97808. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97809. private _scene;
  97810. private _scaledPosition;
  97811. private _scaledVelocity;
  97812. private _finalPosition;
  97813. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97814. createCollider(): Collider;
  97815. init(scene: Scene): void;
  97816. private _collideWithWorld;
  97817. }
  97818. }
  97819. declare module BABYLON {
  97820. /**
  97821. * Class used to manage all inputs for the scene.
  97822. */
  97823. export class InputManager {
  97824. /** The distance in pixel that you have to move to prevent some events */
  97825. static DragMovementThreshold: number;
  97826. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97827. static LongPressDelay: number;
  97828. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97829. static DoubleClickDelay: number;
  97830. /** If you need to check double click without raising a single click at first click, enable this flag */
  97831. static ExclusiveDoubleClickMode: boolean;
  97832. private _wheelEventName;
  97833. private _onPointerMove;
  97834. private _onPointerDown;
  97835. private _onPointerUp;
  97836. private _initClickEvent;
  97837. private _initActionManager;
  97838. private _delayedSimpleClick;
  97839. private _delayedSimpleClickTimeout;
  97840. private _previousDelayedSimpleClickTimeout;
  97841. private _meshPickProceed;
  97842. private _previousButtonPressed;
  97843. private _currentPickResult;
  97844. private _previousPickResult;
  97845. private _totalPointersPressed;
  97846. private _doubleClickOccured;
  97847. private _pointerOverMesh;
  97848. private _pickedDownMesh;
  97849. private _pickedUpMesh;
  97850. private _pointerX;
  97851. private _pointerY;
  97852. private _unTranslatedPointerX;
  97853. private _unTranslatedPointerY;
  97854. private _startingPointerPosition;
  97855. private _previousStartingPointerPosition;
  97856. private _startingPointerTime;
  97857. private _previousStartingPointerTime;
  97858. private _pointerCaptures;
  97859. private _onKeyDown;
  97860. private _onKeyUp;
  97861. private _onCanvasFocusObserver;
  97862. private _onCanvasBlurObserver;
  97863. private _scene;
  97864. /**
  97865. * Creates a new InputManager
  97866. * @param scene defines the hosting scene
  97867. */
  97868. constructor(scene: Scene);
  97869. /**
  97870. * Gets the mesh that is currently under the pointer
  97871. */
  97872. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97873. /**
  97874. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97875. */
  97876. readonly unTranslatedPointer: Vector2;
  97877. /**
  97878. * Gets or sets the current on-screen X position of the pointer
  97879. */
  97880. pointerX: number;
  97881. /**
  97882. * Gets or sets the current on-screen Y position of the pointer
  97883. */
  97884. pointerY: number;
  97885. private _updatePointerPosition;
  97886. private _processPointerMove;
  97887. private _setRayOnPointerInfo;
  97888. private _checkPrePointerObservable;
  97889. /**
  97890. * Use this method to simulate a pointer move on a mesh
  97891. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97892. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97893. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97894. */
  97895. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97896. /**
  97897. * Use this method to simulate a pointer down on a mesh
  97898. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97899. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97900. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97901. */
  97902. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97903. private _processPointerDown;
  97904. /** @hidden */
  97905. _isPointerSwiping(): boolean;
  97906. /**
  97907. * Use this method to simulate a pointer up on a mesh
  97908. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97909. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97910. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97911. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97912. */
  97913. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97914. private _processPointerUp;
  97915. /**
  97916. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97917. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97918. * @returns true if the pointer was captured
  97919. */
  97920. isPointerCaptured(pointerId?: number): boolean;
  97921. /**
  97922. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97923. * @param attachUp defines if you want to attach events to pointerup
  97924. * @param attachDown defines if you want to attach events to pointerdown
  97925. * @param attachMove defines if you want to attach events to pointermove
  97926. */
  97927. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97928. /**
  97929. * Detaches all event handlers
  97930. */
  97931. detachControl(): void;
  97932. /**
  97933. * Force the value of meshUnderPointer
  97934. * @param mesh defines the mesh to use
  97935. */
  97936. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97937. /**
  97938. * Gets the mesh under the pointer
  97939. * @returns a Mesh or null if no mesh is under the pointer
  97940. */
  97941. getPointerOverMesh(): Nullable<AbstractMesh>;
  97942. }
  97943. }
  97944. declare module BABYLON {
  97945. /**
  97946. * Helper class used to generate session unique ID
  97947. */
  97948. export class UniqueIdGenerator {
  97949. private static _UniqueIdCounter;
  97950. /**
  97951. * Gets an unique (relatively to the current scene) Id
  97952. */
  97953. static readonly UniqueId: number;
  97954. }
  97955. }
  97956. declare module BABYLON {
  97957. /**
  97958. * This class defines the direct association between an animation and a target
  97959. */
  97960. export class TargetedAnimation {
  97961. /**
  97962. * Animation to perform
  97963. */
  97964. animation: Animation;
  97965. /**
  97966. * Target to animate
  97967. */
  97968. target: any;
  97969. /**
  97970. * Serialize the object
  97971. * @returns the JSON object representing the current entity
  97972. */
  97973. serialize(): any;
  97974. }
  97975. /**
  97976. * Use this class to create coordinated animations on multiple targets
  97977. */
  97978. export class AnimationGroup implements IDisposable {
  97979. /** The name of the animation group */
  97980. name: string;
  97981. private _scene;
  97982. private _targetedAnimations;
  97983. private _animatables;
  97984. private _from;
  97985. private _to;
  97986. private _isStarted;
  97987. private _isPaused;
  97988. private _speedRatio;
  97989. private _loopAnimation;
  97990. /**
  97991. * Gets or sets the unique id of the node
  97992. */
  97993. uniqueId: number;
  97994. /**
  97995. * This observable will notify when one animation have ended
  97996. */
  97997. onAnimationEndObservable: Observable<TargetedAnimation>;
  97998. /**
  97999. * Observer raised when one animation loops
  98000. */
  98001. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98002. /**
  98003. * This observable will notify when all animations have ended.
  98004. */
  98005. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98006. /**
  98007. * This observable will notify when all animations have paused.
  98008. */
  98009. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98010. /**
  98011. * This observable will notify when all animations are playing.
  98012. */
  98013. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98014. /**
  98015. * Gets the first frame
  98016. */
  98017. readonly from: number;
  98018. /**
  98019. * Gets the last frame
  98020. */
  98021. readonly to: number;
  98022. /**
  98023. * Define if the animations are started
  98024. */
  98025. readonly isStarted: boolean;
  98026. /**
  98027. * Gets a value indicating that the current group is playing
  98028. */
  98029. readonly isPlaying: boolean;
  98030. /**
  98031. * Gets or sets the speed ratio to use for all animations
  98032. */
  98033. /**
  98034. * Gets or sets the speed ratio to use for all animations
  98035. */
  98036. speedRatio: number;
  98037. /**
  98038. * Gets or sets if all animations should loop or not
  98039. */
  98040. loopAnimation: boolean;
  98041. /**
  98042. * Gets the targeted animations for this animation group
  98043. */
  98044. readonly targetedAnimations: Array<TargetedAnimation>;
  98045. /**
  98046. * returning the list of animatables controlled by this animation group.
  98047. */
  98048. readonly animatables: Array<Animatable>;
  98049. /**
  98050. * Instantiates a new Animation Group.
  98051. * This helps managing several animations at once.
  98052. * @see http://doc.babylonjs.com/how_to/group
  98053. * @param name Defines the name of the group
  98054. * @param scene Defines the scene the group belongs to
  98055. */
  98056. constructor(
  98057. /** The name of the animation group */
  98058. name: string, scene?: Nullable<Scene>);
  98059. /**
  98060. * Add an animation (with its target) in the group
  98061. * @param animation defines the animation we want to add
  98062. * @param target defines the target of the animation
  98063. * @returns the TargetedAnimation object
  98064. */
  98065. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98066. /**
  98067. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98068. * It can add constant keys at begin or end
  98069. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98070. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98071. * @returns the animation group
  98072. */
  98073. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98074. /**
  98075. * Start all animations on given targets
  98076. * @param loop defines if animations must loop
  98077. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98078. * @param from defines the from key (optional)
  98079. * @param to defines the to key (optional)
  98080. * @returns the current animation group
  98081. */
  98082. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98083. /**
  98084. * Pause all animations
  98085. * @returns the animation group
  98086. */
  98087. pause(): AnimationGroup;
  98088. /**
  98089. * Play all animations to initial state
  98090. * This function will start() the animations if they were not started or will restart() them if they were paused
  98091. * @param loop defines if animations must loop
  98092. * @returns the animation group
  98093. */
  98094. play(loop?: boolean): AnimationGroup;
  98095. /**
  98096. * Reset all animations to initial state
  98097. * @returns the animation group
  98098. */
  98099. reset(): AnimationGroup;
  98100. /**
  98101. * Restart animations from key 0
  98102. * @returns the animation group
  98103. */
  98104. restart(): AnimationGroup;
  98105. /**
  98106. * Stop all animations
  98107. * @returns the animation group
  98108. */
  98109. stop(): AnimationGroup;
  98110. /**
  98111. * Set animation weight for all animatables
  98112. * @param weight defines the weight to use
  98113. * @return the animationGroup
  98114. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98115. */
  98116. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98117. /**
  98118. * Synchronize and normalize all animatables with a source animatable
  98119. * @param root defines the root animatable to synchronize with
  98120. * @return the animationGroup
  98121. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98122. */
  98123. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98124. /**
  98125. * Goes to a specific frame in this animation group
  98126. * @param frame the frame number to go to
  98127. * @return the animationGroup
  98128. */
  98129. goToFrame(frame: number): AnimationGroup;
  98130. /**
  98131. * Dispose all associated resources
  98132. */
  98133. dispose(): void;
  98134. private _checkAnimationGroupEnded;
  98135. /**
  98136. * Clone the current animation group and returns a copy
  98137. * @param newName defines the name of the new group
  98138. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98139. * @returns the new aniamtion group
  98140. */
  98141. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98142. /**
  98143. * Serializes the animationGroup to an object
  98144. * @returns Serialized object
  98145. */
  98146. serialize(): any;
  98147. /**
  98148. * Returns a new AnimationGroup object parsed from the source provided.
  98149. * @param parsedAnimationGroup defines the source
  98150. * @param scene defines the scene that will receive the animationGroup
  98151. * @returns a new AnimationGroup
  98152. */
  98153. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98154. /**
  98155. * Returns the string "AnimationGroup"
  98156. * @returns "AnimationGroup"
  98157. */
  98158. getClassName(): string;
  98159. /**
  98160. * Creates a detailled string about the object
  98161. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98162. * @returns a string representing the object
  98163. */
  98164. toString(fullDetails?: boolean): string;
  98165. }
  98166. }
  98167. declare module BABYLON {
  98168. /**
  98169. * Define an interface for all classes that will hold resources
  98170. */
  98171. export interface IDisposable {
  98172. /**
  98173. * Releases all held resources
  98174. */
  98175. dispose(): void;
  98176. }
  98177. /** Interface defining initialization parameters for Scene class */
  98178. export interface SceneOptions {
  98179. /**
  98180. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98181. * It will improve performance when the number of geometries becomes important.
  98182. */
  98183. useGeometryUniqueIdsMap?: boolean;
  98184. /**
  98185. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98186. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98187. */
  98188. useMaterialMeshMap?: boolean;
  98189. /**
  98190. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98191. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98192. */
  98193. useClonedMeshhMap?: boolean;
  98194. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98195. virtual?: boolean;
  98196. }
  98197. /**
  98198. * Represents a scene to be rendered by the engine.
  98199. * @see http://doc.babylonjs.com/features/scene
  98200. */
  98201. export class Scene extends AbstractScene implements IAnimatable {
  98202. /** The fog is deactivated */
  98203. static readonly FOGMODE_NONE: number;
  98204. /** The fog density is following an exponential function */
  98205. static readonly FOGMODE_EXP: number;
  98206. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98207. static readonly FOGMODE_EXP2: number;
  98208. /** The fog density is following a linear function. */
  98209. static readonly FOGMODE_LINEAR: number;
  98210. /**
  98211. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98212. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98213. */
  98214. static MinDeltaTime: number;
  98215. /**
  98216. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98217. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98218. */
  98219. static MaxDeltaTime: number;
  98220. /**
  98221. * Factory used to create the default material.
  98222. * @param name The name of the material to create
  98223. * @param scene The scene to create the material for
  98224. * @returns The default material
  98225. */
  98226. static DefaultMaterialFactory(scene: Scene): Material;
  98227. /**
  98228. * Factory used to create the a collision coordinator.
  98229. * @returns The collision coordinator
  98230. */
  98231. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98232. /** @hidden */
  98233. _inputManager: InputManager;
  98234. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98235. cameraToUseForPointers: Nullable<Camera>;
  98236. /** @hidden */
  98237. readonly _isScene: boolean;
  98238. /**
  98239. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98240. */
  98241. autoClear: boolean;
  98242. /**
  98243. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98244. */
  98245. autoClearDepthAndStencil: boolean;
  98246. /**
  98247. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98248. */
  98249. clearColor: Color4;
  98250. /**
  98251. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98252. */
  98253. ambientColor: Color3;
  98254. /**
  98255. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98256. * It should only be one of the following (if not the default embedded one):
  98257. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98258. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98259. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98260. * The material properties need to be setup according to the type of texture in use.
  98261. */
  98262. environmentBRDFTexture: BaseTexture;
  98263. /** @hidden */
  98264. protected _environmentTexture: Nullable<BaseTexture>;
  98265. /**
  98266. * Texture used in all pbr material as the reflection texture.
  98267. * As in the majority of the scene they are the same (exception for multi room and so on),
  98268. * this is easier to reference from here than from all the materials.
  98269. */
  98270. /**
  98271. * Texture used in all pbr material as the reflection texture.
  98272. * As in the majority of the scene they are the same (exception for multi room and so on),
  98273. * this is easier to set here than in all the materials.
  98274. */
  98275. environmentTexture: Nullable<BaseTexture>;
  98276. /** @hidden */
  98277. protected _environmentIntensity: number;
  98278. /**
  98279. * Intensity of the environment in all pbr material.
  98280. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98281. * As in the majority of the scene they are the same (exception for multi room and so on),
  98282. * this is easier to reference from here than from all the materials.
  98283. */
  98284. /**
  98285. * Intensity of the environment in all pbr material.
  98286. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98287. * As in the majority of the scene they are the same (exception for multi room and so on),
  98288. * this is easier to set here than in all the materials.
  98289. */
  98290. environmentIntensity: number;
  98291. /** @hidden */
  98292. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98293. /**
  98294. * Default image processing configuration used either in the rendering
  98295. * Forward main pass or through the imageProcessingPostProcess if present.
  98296. * As in the majority of the scene they are the same (exception for multi camera),
  98297. * this is easier to reference from here than from all the materials and post process.
  98298. *
  98299. * No setter as we it is a shared configuration, you can set the values instead.
  98300. */
  98301. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98302. private _forceWireframe;
  98303. /**
  98304. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98305. */
  98306. forceWireframe: boolean;
  98307. private _forcePointsCloud;
  98308. /**
  98309. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98310. */
  98311. forcePointsCloud: boolean;
  98312. /**
  98313. * Gets or sets the active clipplane 1
  98314. */
  98315. clipPlane: Nullable<Plane>;
  98316. /**
  98317. * Gets or sets the active clipplane 2
  98318. */
  98319. clipPlane2: Nullable<Plane>;
  98320. /**
  98321. * Gets or sets the active clipplane 3
  98322. */
  98323. clipPlane3: Nullable<Plane>;
  98324. /**
  98325. * Gets or sets the active clipplane 4
  98326. */
  98327. clipPlane4: Nullable<Plane>;
  98328. /**
  98329. * Gets or sets a boolean indicating if animations are enabled
  98330. */
  98331. animationsEnabled: boolean;
  98332. private _animationPropertiesOverride;
  98333. /**
  98334. * Gets or sets the animation properties override
  98335. */
  98336. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98337. /**
  98338. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98339. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98340. */
  98341. useConstantAnimationDeltaTime: boolean;
  98342. /**
  98343. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98344. * Please note that it requires to run a ray cast through the scene on every frame
  98345. */
  98346. constantlyUpdateMeshUnderPointer: boolean;
  98347. /**
  98348. * Defines the HTML cursor to use when hovering over interactive elements
  98349. */
  98350. hoverCursor: string;
  98351. /**
  98352. * Defines the HTML default cursor to use (empty by default)
  98353. */
  98354. defaultCursor: string;
  98355. /**
  98356. * This is used to call preventDefault() on pointer down
  98357. * in order to block unwanted artifacts like system double clicks
  98358. */
  98359. preventDefaultOnPointerDown: boolean;
  98360. /**
  98361. * This is used to call preventDefault() on pointer up
  98362. * in order to block unwanted artifacts like system double clicks
  98363. */
  98364. preventDefaultOnPointerUp: boolean;
  98365. /**
  98366. * Gets or sets user defined metadata
  98367. */
  98368. metadata: any;
  98369. /**
  98370. * For internal use only. Please do not use.
  98371. */
  98372. reservedDataStore: any;
  98373. /**
  98374. * Gets the name of the plugin used to load this scene (null by default)
  98375. */
  98376. loadingPluginName: string;
  98377. /**
  98378. * Use this array to add regular expressions used to disable offline support for specific urls
  98379. */
  98380. disableOfflineSupportExceptionRules: RegExp[];
  98381. /**
  98382. * An event triggered when the scene is disposed.
  98383. */
  98384. onDisposeObservable: Observable<Scene>;
  98385. private _onDisposeObserver;
  98386. /** Sets a function to be executed when this scene is disposed. */
  98387. onDispose: () => void;
  98388. /**
  98389. * An event triggered before rendering the scene (right after animations and physics)
  98390. */
  98391. onBeforeRenderObservable: Observable<Scene>;
  98392. private _onBeforeRenderObserver;
  98393. /** Sets a function to be executed before rendering this scene */
  98394. beforeRender: Nullable<() => void>;
  98395. /**
  98396. * An event triggered after rendering the scene
  98397. */
  98398. onAfterRenderObservable: Observable<Scene>;
  98399. /**
  98400. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98401. */
  98402. onAfterRenderCameraObservable: Observable<Camera>;
  98403. private _onAfterRenderObserver;
  98404. /** Sets a function to be executed after rendering this scene */
  98405. afterRender: Nullable<() => void>;
  98406. /**
  98407. * An event triggered before animating the scene
  98408. */
  98409. onBeforeAnimationsObservable: Observable<Scene>;
  98410. /**
  98411. * An event triggered after animations processing
  98412. */
  98413. onAfterAnimationsObservable: Observable<Scene>;
  98414. /**
  98415. * An event triggered before draw calls are ready to be sent
  98416. */
  98417. onBeforeDrawPhaseObservable: Observable<Scene>;
  98418. /**
  98419. * An event triggered after draw calls have been sent
  98420. */
  98421. onAfterDrawPhaseObservable: Observable<Scene>;
  98422. /**
  98423. * An event triggered when the scene is ready
  98424. */
  98425. onReadyObservable: Observable<Scene>;
  98426. /**
  98427. * An event triggered before rendering a camera
  98428. */
  98429. onBeforeCameraRenderObservable: Observable<Camera>;
  98430. private _onBeforeCameraRenderObserver;
  98431. /** Sets a function to be executed before rendering a camera*/
  98432. beforeCameraRender: () => void;
  98433. /**
  98434. * An event triggered after rendering a camera
  98435. */
  98436. onAfterCameraRenderObservable: Observable<Camera>;
  98437. private _onAfterCameraRenderObserver;
  98438. /** Sets a function to be executed after rendering a camera*/
  98439. afterCameraRender: () => void;
  98440. /**
  98441. * An event triggered when active meshes evaluation is about to start
  98442. */
  98443. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98444. /**
  98445. * An event triggered when active meshes evaluation is done
  98446. */
  98447. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98448. /**
  98449. * An event triggered when particles rendering is about to start
  98450. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98451. */
  98452. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98453. /**
  98454. * An event triggered when particles rendering is done
  98455. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98456. */
  98457. onAfterParticlesRenderingObservable: Observable<Scene>;
  98458. /**
  98459. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98460. */
  98461. onDataLoadedObservable: Observable<Scene>;
  98462. /**
  98463. * An event triggered when a camera is created
  98464. */
  98465. onNewCameraAddedObservable: Observable<Camera>;
  98466. /**
  98467. * An event triggered when a camera is removed
  98468. */
  98469. onCameraRemovedObservable: Observable<Camera>;
  98470. /**
  98471. * An event triggered when a light is created
  98472. */
  98473. onNewLightAddedObservable: Observable<Light>;
  98474. /**
  98475. * An event triggered when a light is removed
  98476. */
  98477. onLightRemovedObservable: Observable<Light>;
  98478. /**
  98479. * An event triggered when a geometry is created
  98480. */
  98481. onNewGeometryAddedObservable: Observable<Geometry>;
  98482. /**
  98483. * An event triggered when a geometry is removed
  98484. */
  98485. onGeometryRemovedObservable: Observable<Geometry>;
  98486. /**
  98487. * An event triggered when a transform node is created
  98488. */
  98489. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98490. /**
  98491. * An event triggered when a transform node is removed
  98492. */
  98493. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98494. /**
  98495. * An event triggered when a mesh is created
  98496. */
  98497. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98498. /**
  98499. * An event triggered when a mesh is removed
  98500. */
  98501. onMeshRemovedObservable: Observable<AbstractMesh>;
  98502. /**
  98503. * An event triggered when a skeleton is created
  98504. */
  98505. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98506. /**
  98507. * An event triggered when a skeleton is removed
  98508. */
  98509. onSkeletonRemovedObservable: Observable<Skeleton>;
  98510. /**
  98511. * An event triggered when a material is created
  98512. */
  98513. onNewMaterialAddedObservable: Observable<Material>;
  98514. /**
  98515. * An event triggered when a material is removed
  98516. */
  98517. onMaterialRemovedObservable: Observable<Material>;
  98518. /**
  98519. * An event triggered when a texture is created
  98520. */
  98521. onNewTextureAddedObservable: Observable<BaseTexture>;
  98522. /**
  98523. * An event triggered when a texture is removed
  98524. */
  98525. onTextureRemovedObservable: Observable<BaseTexture>;
  98526. /**
  98527. * An event triggered when render targets are about to be rendered
  98528. * Can happen multiple times per frame.
  98529. */
  98530. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98531. /**
  98532. * An event triggered when render targets were rendered.
  98533. * Can happen multiple times per frame.
  98534. */
  98535. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98536. /**
  98537. * An event triggered before calculating deterministic simulation step
  98538. */
  98539. onBeforeStepObservable: Observable<Scene>;
  98540. /**
  98541. * An event triggered after calculating deterministic simulation step
  98542. */
  98543. onAfterStepObservable: Observable<Scene>;
  98544. /**
  98545. * An event triggered when the activeCamera property is updated
  98546. */
  98547. onActiveCameraChanged: Observable<Scene>;
  98548. /**
  98549. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98550. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98551. * 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)
  98552. */
  98553. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98554. /**
  98555. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98556. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98557. * 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)
  98558. */
  98559. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98560. /**
  98561. * This Observable will when a mesh has been imported into the scene.
  98562. */
  98563. onMeshImportedObservable: Observable<AbstractMesh>;
  98564. /**
  98565. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98566. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98567. */
  98568. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98569. /** @hidden */
  98570. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98571. /**
  98572. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98573. */
  98574. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98575. /**
  98576. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98577. */
  98578. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98579. /**
  98580. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98581. */
  98582. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98583. /** Callback called when a pointer move is detected */
  98584. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98585. /** Callback called when a pointer down is detected */
  98586. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98587. /** Callback called when a pointer up is detected */
  98588. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98589. /** Callback called when a pointer pick is detected */
  98590. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98591. /**
  98592. * 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).
  98593. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98594. */
  98595. onPrePointerObservable: Observable<PointerInfoPre>;
  98596. /**
  98597. * Observable event triggered each time an input event is received from the rendering canvas
  98598. */
  98599. onPointerObservable: Observable<PointerInfo>;
  98600. /**
  98601. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98602. */
  98603. readonly unTranslatedPointer: Vector2;
  98604. /**
  98605. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98606. */
  98607. static DragMovementThreshold: number;
  98608. /**
  98609. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98610. */
  98611. static LongPressDelay: number;
  98612. /**
  98613. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98614. */
  98615. static DoubleClickDelay: number;
  98616. /** If you need to check double click without raising a single click at first click, enable this flag */
  98617. static ExclusiveDoubleClickMode: boolean;
  98618. /** @hidden */
  98619. _mirroredCameraPosition: Nullable<Vector3>;
  98620. /**
  98621. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98622. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98623. */
  98624. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98625. /**
  98626. * Observable event triggered each time an keyboard event is received from the hosting window
  98627. */
  98628. onKeyboardObservable: Observable<KeyboardInfo>;
  98629. private _useRightHandedSystem;
  98630. /**
  98631. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98632. */
  98633. useRightHandedSystem: boolean;
  98634. private _timeAccumulator;
  98635. private _currentStepId;
  98636. private _currentInternalStep;
  98637. /**
  98638. * Sets the step Id used by deterministic lock step
  98639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98640. * @param newStepId defines the step Id
  98641. */
  98642. setStepId(newStepId: number): void;
  98643. /**
  98644. * Gets the step Id used by deterministic lock step
  98645. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98646. * @returns the step Id
  98647. */
  98648. getStepId(): number;
  98649. /**
  98650. * Gets the internal step used by deterministic lock step
  98651. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98652. * @returns the internal step
  98653. */
  98654. getInternalStep(): number;
  98655. private _fogEnabled;
  98656. /**
  98657. * Gets or sets a boolean indicating if fog is enabled on this scene
  98658. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98659. * (Default is true)
  98660. */
  98661. fogEnabled: boolean;
  98662. private _fogMode;
  98663. /**
  98664. * Gets or sets the fog mode to use
  98665. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98666. * | mode | value |
  98667. * | --- | --- |
  98668. * | FOGMODE_NONE | 0 |
  98669. * | FOGMODE_EXP | 1 |
  98670. * | FOGMODE_EXP2 | 2 |
  98671. * | FOGMODE_LINEAR | 3 |
  98672. */
  98673. fogMode: number;
  98674. /**
  98675. * Gets or sets the fog color to use
  98676. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98677. * (Default is Color3(0.2, 0.2, 0.3))
  98678. */
  98679. fogColor: Color3;
  98680. /**
  98681. * Gets or sets the fog density to use
  98682. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98683. * (Default is 0.1)
  98684. */
  98685. fogDensity: number;
  98686. /**
  98687. * Gets or sets the fog start distance to use
  98688. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98689. * (Default is 0)
  98690. */
  98691. fogStart: number;
  98692. /**
  98693. * Gets or sets the fog end distance to use
  98694. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98695. * (Default is 1000)
  98696. */
  98697. fogEnd: number;
  98698. private _shadowsEnabled;
  98699. /**
  98700. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98701. */
  98702. shadowsEnabled: boolean;
  98703. private _lightsEnabled;
  98704. /**
  98705. * Gets or sets a boolean indicating if lights are enabled on this scene
  98706. */
  98707. lightsEnabled: boolean;
  98708. /** All of the active cameras added to this scene. */
  98709. activeCameras: Camera[];
  98710. /** @hidden */
  98711. _activeCamera: Nullable<Camera>;
  98712. /** Gets or sets the current active camera */
  98713. activeCamera: Nullable<Camera>;
  98714. private _defaultMaterial;
  98715. /** The default material used on meshes when no material is affected */
  98716. /** The default material used on meshes when no material is affected */
  98717. defaultMaterial: Material;
  98718. private _texturesEnabled;
  98719. /**
  98720. * Gets or sets a boolean indicating if textures are enabled on this scene
  98721. */
  98722. texturesEnabled: boolean;
  98723. /**
  98724. * Gets or sets a boolean indicating if particles are enabled on this scene
  98725. */
  98726. particlesEnabled: boolean;
  98727. /**
  98728. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98729. */
  98730. spritesEnabled: boolean;
  98731. private _skeletonsEnabled;
  98732. /**
  98733. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98734. */
  98735. skeletonsEnabled: boolean;
  98736. /**
  98737. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98738. */
  98739. lensFlaresEnabled: boolean;
  98740. /**
  98741. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98742. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98743. */
  98744. collisionsEnabled: boolean;
  98745. private _collisionCoordinator;
  98746. /** @hidden */
  98747. readonly collisionCoordinator: ICollisionCoordinator;
  98748. /**
  98749. * Defines the gravity applied to this scene (used only for collisions)
  98750. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98751. */
  98752. gravity: Vector3;
  98753. /**
  98754. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98755. */
  98756. postProcessesEnabled: boolean;
  98757. /**
  98758. * The list of postprocesses added to the scene
  98759. */
  98760. postProcesses: PostProcess[];
  98761. /**
  98762. * Gets the current postprocess manager
  98763. */
  98764. postProcessManager: PostProcessManager;
  98765. /**
  98766. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98767. */
  98768. renderTargetsEnabled: boolean;
  98769. /**
  98770. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98771. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98772. */
  98773. dumpNextRenderTargets: boolean;
  98774. /**
  98775. * The list of user defined render targets added to the scene
  98776. */
  98777. customRenderTargets: RenderTargetTexture[];
  98778. /**
  98779. * Defines if texture loading must be delayed
  98780. * If true, textures will only be loaded when they need to be rendered
  98781. */
  98782. useDelayedTextureLoading: boolean;
  98783. /**
  98784. * Gets the list of meshes imported to the scene through SceneLoader
  98785. */
  98786. importedMeshesFiles: String[];
  98787. /**
  98788. * Gets or sets a boolean indicating if probes are enabled on this scene
  98789. */
  98790. probesEnabled: boolean;
  98791. /**
  98792. * Gets or sets the current offline provider to use to store scene data
  98793. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98794. */
  98795. offlineProvider: IOfflineProvider;
  98796. /**
  98797. * Gets or sets the action manager associated with the scene
  98798. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98799. */
  98800. actionManager: AbstractActionManager;
  98801. private _meshesForIntersections;
  98802. /**
  98803. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98804. */
  98805. proceduralTexturesEnabled: boolean;
  98806. private _engine;
  98807. private _totalVertices;
  98808. /** @hidden */
  98809. _activeIndices: PerfCounter;
  98810. /** @hidden */
  98811. _activeParticles: PerfCounter;
  98812. /** @hidden */
  98813. _activeBones: PerfCounter;
  98814. private _animationRatio;
  98815. /** @hidden */
  98816. _animationTimeLast: number;
  98817. /** @hidden */
  98818. _animationTime: number;
  98819. /**
  98820. * Gets or sets a general scale for animation speed
  98821. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98822. */
  98823. animationTimeScale: number;
  98824. /** @hidden */
  98825. _cachedMaterial: Nullable<Material>;
  98826. /** @hidden */
  98827. _cachedEffect: Nullable<Effect>;
  98828. /** @hidden */
  98829. _cachedVisibility: Nullable<number>;
  98830. private _renderId;
  98831. private _frameId;
  98832. private _executeWhenReadyTimeoutId;
  98833. private _intermediateRendering;
  98834. private _viewUpdateFlag;
  98835. private _projectionUpdateFlag;
  98836. /** @hidden */
  98837. _toBeDisposed: Nullable<IDisposable>[];
  98838. private _activeRequests;
  98839. /** @hidden */
  98840. _pendingData: any[];
  98841. private _isDisposed;
  98842. /**
  98843. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98844. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98845. */
  98846. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98847. private _activeMeshes;
  98848. private _processedMaterials;
  98849. private _renderTargets;
  98850. /** @hidden */
  98851. _activeParticleSystems: SmartArray<IParticleSystem>;
  98852. private _activeSkeletons;
  98853. private _softwareSkinnedMeshes;
  98854. private _renderingManager;
  98855. /** @hidden */
  98856. _activeAnimatables: Animatable[];
  98857. private _transformMatrix;
  98858. private _sceneUbo;
  98859. /** @hidden */
  98860. _viewMatrix: Matrix;
  98861. private _projectionMatrix;
  98862. /** @hidden */
  98863. _forcedViewPosition: Nullable<Vector3>;
  98864. /** @hidden */
  98865. _frustumPlanes: Plane[];
  98866. /**
  98867. * Gets the list of frustum planes (built from the active camera)
  98868. */
  98869. readonly frustumPlanes: Plane[];
  98870. /**
  98871. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98872. * This is useful if there are more lights that the maximum simulteanous authorized
  98873. */
  98874. requireLightSorting: boolean;
  98875. /** @hidden */
  98876. readonly useMaterialMeshMap: boolean;
  98877. /** @hidden */
  98878. readonly useClonedMeshhMap: boolean;
  98879. private _externalData;
  98880. private _uid;
  98881. /**
  98882. * @hidden
  98883. * Backing store of defined scene components.
  98884. */
  98885. _components: ISceneComponent[];
  98886. /**
  98887. * @hidden
  98888. * Backing store of defined scene components.
  98889. */
  98890. _serializableComponents: ISceneSerializableComponent[];
  98891. /**
  98892. * List of components to register on the next registration step.
  98893. */
  98894. private _transientComponents;
  98895. /**
  98896. * Registers the transient components if needed.
  98897. */
  98898. private _registerTransientComponents;
  98899. /**
  98900. * @hidden
  98901. * Add a component to the scene.
  98902. * Note that the ccomponent could be registered on th next frame if this is called after
  98903. * the register component stage.
  98904. * @param component Defines the component to add to the scene
  98905. */
  98906. _addComponent(component: ISceneComponent): void;
  98907. /**
  98908. * @hidden
  98909. * Gets a component from the scene.
  98910. * @param name defines the name of the component to retrieve
  98911. * @returns the component or null if not present
  98912. */
  98913. _getComponent(name: string): Nullable<ISceneComponent>;
  98914. /**
  98915. * @hidden
  98916. * Defines the actions happening before camera updates.
  98917. */
  98918. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98919. /**
  98920. * @hidden
  98921. * Defines the actions happening before clear the canvas.
  98922. */
  98923. _beforeClearStage: Stage<SimpleStageAction>;
  98924. /**
  98925. * @hidden
  98926. * Defines the actions when collecting render targets for the frame.
  98927. */
  98928. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98929. /**
  98930. * @hidden
  98931. * Defines the actions happening for one camera in the frame.
  98932. */
  98933. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98934. /**
  98935. * @hidden
  98936. * Defines the actions happening during the per mesh ready checks.
  98937. */
  98938. _isReadyForMeshStage: Stage<MeshStageAction>;
  98939. /**
  98940. * @hidden
  98941. * Defines the actions happening before evaluate active mesh checks.
  98942. */
  98943. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98944. /**
  98945. * @hidden
  98946. * Defines the actions happening during the evaluate sub mesh checks.
  98947. */
  98948. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98949. /**
  98950. * @hidden
  98951. * Defines the actions happening during the active mesh stage.
  98952. */
  98953. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98954. /**
  98955. * @hidden
  98956. * Defines the actions happening during the per camera render target step.
  98957. */
  98958. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98959. /**
  98960. * @hidden
  98961. * Defines the actions happening just before the active camera is drawing.
  98962. */
  98963. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98964. /**
  98965. * @hidden
  98966. * Defines the actions happening just before a render target is drawing.
  98967. */
  98968. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98969. /**
  98970. * @hidden
  98971. * Defines the actions happening just before a rendering group is drawing.
  98972. */
  98973. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98974. /**
  98975. * @hidden
  98976. * Defines the actions happening just before a mesh is drawing.
  98977. */
  98978. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98979. /**
  98980. * @hidden
  98981. * Defines the actions happening just after a mesh has been drawn.
  98982. */
  98983. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98984. /**
  98985. * @hidden
  98986. * Defines the actions happening just after a rendering group has been drawn.
  98987. */
  98988. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98989. /**
  98990. * @hidden
  98991. * Defines the actions happening just after the active camera has been drawn.
  98992. */
  98993. _afterCameraDrawStage: Stage<CameraStageAction>;
  98994. /**
  98995. * @hidden
  98996. * Defines the actions happening just after a render target has been drawn.
  98997. */
  98998. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98999. /**
  99000. * @hidden
  99001. * Defines the actions happening just after rendering all cameras and computing intersections.
  99002. */
  99003. _afterRenderStage: Stage<SimpleStageAction>;
  99004. /**
  99005. * @hidden
  99006. * Defines the actions happening when a pointer move event happens.
  99007. */
  99008. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99009. /**
  99010. * @hidden
  99011. * Defines the actions happening when a pointer down event happens.
  99012. */
  99013. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99014. /**
  99015. * @hidden
  99016. * Defines the actions happening when a pointer up event happens.
  99017. */
  99018. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99019. /**
  99020. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99021. */
  99022. private geometriesByUniqueId;
  99023. /**
  99024. * Creates a new Scene
  99025. * @param engine defines the engine to use to render this scene
  99026. * @param options defines the scene options
  99027. */
  99028. constructor(engine: Engine, options?: SceneOptions);
  99029. /**
  99030. * Gets a string idenfifying the name of the class
  99031. * @returns "Scene" string
  99032. */
  99033. getClassName(): string;
  99034. private _defaultMeshCandidates;
  99035. /**
  99036. * @hidden
  99037. */
  99038. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99039. private _defaultSubMeshCandidates;
  99040. /**
  99041. * @hidden
  99042. */
  99043. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99044. /**
  99045. * Sets the default candidate providers for the scene.
  99046. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99047. * and getCollidingSubMeshCandidates to their default function
  99048. */
  99049. setDefaultCandidateProviders(): void;
  99050. /**
  99051. * Gets the mesh that is currently under the pointer
  99052. */
  99053. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99054. /**
  99055. * Gets or sets the current on-screen X position of the pointer
  99056. */
  99057. pointerX: number;
  99058. /**
  99059. * Gets or sets the current on-screen Y position of the pointer
  99060. */
  99061. pointerY: number;
  99062. /**
  99063. * Gets the cached material (ie. the latest rendered one)
  99064. * @returns the cached material
  99065. */
  99066. getCachedMaterial(): Nullable<Material>;
  99067. /**
  99068. * Gets the cached effect (ie. the latest rendered one)
  99069. * @returns the cached effect
  99070. */
  99071. getCachedEffect(): Nullable<Effect>;
  99072. /**
  99073. * Gets the cached visibility state (ie. the latest rendered one)
  99074. * @returns the cached visibility state
  99075. */
  99076. getCachedVisibility(): Nullable<number>;
  99077. /**
  99078. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99079. * @param material defines the current material
  99080. * @param effect defines the current effect
  99081. * @param visibility defines the current visibility state
  99082. * @returns true if one parameter is not cached
  99083. */
  99084. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99085. /**
  99086. * Gets the engine associated with the scene
  99087. * @returns an Engine
  99088. */
  99089. getEngine(): Engine;
  99090. /**
  99091. * Gets the total number of vertices rendered per frame
  99092. * @returns the total number of vertices rendered per frame
  99093. */
  99094. getTotalVertices(): number;
  99095. /**
  99096. * Gets the performance counter for total vertices
  99097. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99098. */
  99099. readonly totalVerticesPerfCounter: PerfCounter;
  99100. /**
  99101. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99102. * @returns the total number of active indices rendered per frame
  99103. */
  99104. getActiveIndices(): number;
  99105. /**
  99106. * Gets the performance counter for active indices
  99107. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99108. */
  99109. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99110. /**
  99111. * Gets the total number of active particles rendered per frame
  99112. * @returns the total number of active particles rendered per frame
  99113. */
  99114. getActiveParticles(): number;
  99115. /**
  99116. * Gets the performance counter for active particles
  99117. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99118. */
  99119. readonly activeParticlesPerfCounter: PerfCounter;
  99120. /**
  99121. * Gets the total number of active bones rendered per frame
  99122. * @returns the total number of active bones rendered per frame
  99123. */
  99124. getActiveBones(): number;
  99125. /**
  99126. * Gets the performance counter for active bones
  99127. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99128. */
  99129. readonly activeBonesPerfCounter: PerfCounter;
  99130. /**
  99131. * Gets the array of active meshes
  99132. * @returns an array of AbstractMesh
  99133. */
  99134. getActiveMeshes(): SmartArray<AbstractMesh>;
  99135. /**
  99136. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99137. * @returns a number
  99138. */
  99139. getAnimationRatio(): number;
  99140. /**
  99141. * Gets an unique Id for the current render phase
  99142. * @returns a number
  99143. */
  99144. getRenderId(): number;
  99145. /**
  99146. * Gets an unique Id for the current frame
  99147. * @returns a number
  99148. */
  99149. getFrameId(): number;
  99150. /** Call this function if you want to manually increment the render Id*/
  99151. incrementRenderId(): void;
  99152. private _createUbo;
  99153. /**
  99154. * Use this method to simulate a pointer move on a mesh
  99155. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99156. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99157. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99158. * @returns the current scene
  99159. */
  99160. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99161. /**
  99162. * Use this method to simulate a pointer down on a mesh
  99163. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99164. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99165. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99166. * @returns the current scene
  99167. */
  99168. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99169. /**
  99170. * Use this method to simulate a pointer up on a mesh
  99171. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99172. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99173. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99174. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99175. * @returns the current scene
  99176. */
  99177. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99178. /**
  99179. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99180. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99181. * @returns true if the pointer was captured
  99182. */
  99183. isPointerCaptured(pointerId?: number): boolean;
  99184. /**
  99185. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99186. * @param attachUp defines if you want to attach events to pointerup
  99187. * @param attachDown defines if you want to attach events to pointerdown
  99188. * @param attachMove defines if you want to attach events to pointermove
  99189. */
  99190. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99191. /** Detaches all event handlers*/
  99192. detachControl(): void;
  99193. /**
  99194. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99195. * Delay loaded resources are not taking in account
  99196. * @return true if all required resources are ready
  99197. */
  99198. isReady(): boolean;
  99199. /** Resets all cached information relative to material (including effect and visibility) */
  99200. resetCachedMaterial(): void;
  99201. /**
  99202. * Registers a function to be called before every frame render
  99203. * @param func defines the function to register
  99204. */
  99205. registerBeforeRender(func: () => void): void;
  99206. /**
  99207. * Unregisters a function called before every frame render
  99208. * @param func defines the function to unregister
  99209. */
  99210. unregisterBeforeRender(func: () => void): void;
  99211. /**
  99212. * Registers a function to be called after every frame render
  99213. * @param func defines the function to register
  99214. */
  99215. registerAfterRender(func: () => void): void;
  99216. /**
  99217. * Unregisters a function called after every frame render
  99218. * @param func defines the function to unregister
  99219. */
  99220. unregisterAfterRender(func: () => void): void;
  99221. private _executeOnceBeforeRender;
  99222. /**
  99223. * The provided function will run before render once and will be disposed afterwards.
  99224. * A timeout delay can be provided so that the function will be executed in N ms.
  99225. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99226. * @param func The function to be executed.
  99227. * @param timeout optional delay in ms
  99228. */
  99229. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99230. /** @hidden */
  99231. _addPendingData(data: any): void;
  99232. /** @hidden */
  99233. _removePendingData(data: any): void;
  99234. /**
  99235. * Returns the number of items waiting to be loaded
  99236. * @returns the number of items waiting to be loaded
  99237. */
  99238. getWaitingItemsCount(): number;
  99239. /**
  99240. * Returns a boolean indicating if the scene is still loading data
  99241. */
  99242. readonly isLoading: boolean;
  99243. /**
  99244. * Registers a function to be executed when the scene is ready
  99245. * @param {Function} func - the function to be executed
  99246. */
  99247. executeWhenReady(func: () => void): void;
  99248. /**
  99249. * Returns a promise that resolves when the scene is ready
  99250. * @returns A promise that resolves when the scene is ready
  99251. */
  99252. whenReadyAsync(): Promise<void>;
  99253. /** @hidden */
  99254. _checkIsReady(): void;
  99255. /**
  99256. * Gets all animatable attached to the scene
  99257. */
  99258. readonly animatables: Animatable[];
  99259. /**
  99260. * Resets the last animation time frame.
  99261. * Useful to override when animations start running when loading a scene for the first time.
  99262. */
  99263. resetLastAnimationTimeFrame(): void;
  99264. /**
  99265. * Gets the current view matrix
  99266. * @returns a Matrix
  99267. */
  99268. getViewMatrix(): Matrix;
  99269. /**
  99270. * Gets the current projection matrix
  99271. * @returns a Matrix
  99272. */
  99273. getProjectionMatrix(): Matrix;
  99274. /**
  99275. * Gets the current transform matrix
  99276. * @returns a Matrix made of View * Projection
  99277. */
  99278. getTransformMatrix(): Matrix;
  99279. /**
  99280. * Sets the current transform matrix
  99281. * @param viewL defines the View matrix to use
  99282. * @param projectionL defines the Projection matrix to use
  99283. * @param viewR defines the right View matrix to use (if provided)
  99284. * @param projectionR defines the right Projection matrix to use (if provided)
  99285. */
  99286. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99287. /**
  99288. * Gets the uniform buffer used to store scene data
  99289. * @returns a UniformBuffer
  99290. */
  99291. getSceneUniformBuffer(): UniformBuffer;
  99292. /**
  99293. * Gets an unique (relatively to the current scene) Id
  99294. * @returns an unique number for the scene
  99295. */
  99296. getUniqueId(): number;
  99297. /**
  99298. * Add a mesh to the list of scene's meshes
  99299. * @param newMesh defines the mesh to add
  99300. * @param recursive if all child meshes should also be added to the scene
  99301. */
  99302. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99303. /**
  99304. * Remove a mesh for the list of scene's meshes
  99305. * @param toRemove defines the mesh to remove
  99306. * @param recursive if all child meshes should also be removed from the scene
  99307. * @returns the index where the mesh was in the mesh list
  99308. */
  99309. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99310. /**
  99311. * Add a transform node to the list of scene's transform nodes
  99312. * @param newTransformNode defines the transform node to add
  99313. */
  99314. addTransformNode(newTransformNode: TransformNode): void;
  99315. /**
  99316. * Remove a transform node for the list of scene's transform nodes
  99317. * @param toRemove defines the transform node to remove
  99318. * @returns the index where the transform node was in the transform node list
  99319. */
  99320. removeTransformNode(toRemove: TransformNode): number;
  99321. /**
  99322. * Remove a skeleton for the list of scene's skeletons
  99323. * @param toRemove defines the skeleton to remove
  99324. * @returns the index where the skeleton was in the skeleton list
  99325. */
  99326. removeSkeleton(toRemove: Skeleton): number;
  99327. /**
  99328. * Remove a morph target for the list of scene's morph targets
  99329. * @param toRemove defines the morph target to remove
  99330. * @returns the index where the morph target was in the morph target list
  99331. */
  99332. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99333. /**
  99334. * Remove a light for the list of scene's lights
  99335. * @param toRemove defines the light to remove
  99336. * @returns the index where the light was in the light list
  99337. */
  99338. removeLight(toRemove: Light): number;
  99339. /**
  99340. * Remove a camera for the list of scene's cameras
  99341. * @param toRemove defines the camera to remove
  99342. * @returns the index where the camera was in the camera list
  99343. */
  99344. removeCamera(toRemove: Camera): number;
  99345. /**
  99346. * Remove a particle system for the list of scene's particle systems
  99347. * @param toRemove defines the particle system to remove
  99348. * @returns the index where the particle system was in the particle system list
  99349. */
  99350. removeParticleSystem(toRemove: IParticleSystem): number;
  99351. /**
  99352. * Remove a animation for the list of scene's animations
  99353. * @param toRemove defines the animation to remove
  99354. * @returns the index where the animation was in the animation list
  99355. */
  99356. removeAnimation(toRemove: Animation): number;
  99357. /**
  99358. * Will stop the animation of the given target
  99359. * @param target - the target
  99360. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99361. * @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)
  99362. */
  99363. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99364. /**
  99365. * Removes the given animation group from this scene.
  99366. * @param toRemove The animation group to remove
  99367. * @returns The index of the removed animation group
  99368. */
  99369. removeAnimationGroup(toRemove: AnimationGroup): number;
  99370. /**
  99371. * Removes the given multi-material from this scene.
  99372. * @param toRemove The multi-material to remove
  99373. * @returns The index of the removed multi-material
  99374. */
  99375. removeMultiMaterial(toRemove: MultiMaterial): number;
  99376. /**
  99377. * Removes the given material from this scene.
  99378. * @param toRemove The material to remove
  99379. * @returns The index of the removed material
  99380. */
  99381. removeMaterial(toRemove: Material): number;
  99382. /**
  99383. * Removes the given action manager from this scene.
  99384. * @param toRemove The action manager to remove
  99385. * @returns The index of the removed action manager
  99386. */
  99387. removeActionManager(toRemove: AbstractActionManager): number;
  99388. /**
  99389. * Removes the given texture from this scene.
  99390. * @param toRemove The texture to remove
  99391. * @returns The index of the removed texture
  99392. */
  99393. removeTexture(toRemove: BaseTexture): number;
  99394. /**
  99395. * Adds the given light to this scene
  99396. * @param newLight The light to add
  99397. */
  99398. addLight(newLight: Light): void;
  99399. /**
  99400. * Sorts the list list based on light priorities
  99401. */
  99402. sortLightsByPriority(): void;
  99403. /**
  99404. * Adds the given camera to this scene
  99405. * @param newCamera The camera to add
  99406. */
  99407. addCamera(newCamera: Camera): void;
  99408. /**
  99409. * Adds the given skeleton to this scene
  99410. * @param newSkeleton The skeleton to add
  99411. */
  99412. addSkeleton(newSkeleton: Skeleton): void;
  99413. /**
  99414. * Adds the given particle system to this scene
  99415. * @param newParticleSystem The particle system to add
  99416. */
  99417. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99418. /**
  99419. * Adds the given animation to this scene
  99420. * @param newAnimation The animation to add
  99421. */
  99422. addAnimation(newAnimation: Animation): void;
  99423. /**
  99424. * Adds the given animation group to this scene.
  99425. * @param newAnimationGroup The animation group to add
  99426. */
  99427. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99428. /**
  99429. * Adds the given multi-material to this scene
  99430. * @param newMultiMaterial The multi-material to add
  99431. */
  99432. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99433. /**
  99434. * Adds the given material to this scene
  99435. * @param newMaterial The material to add
  99436. */
  99437. addMaterial(newMaterial: Material): void;
  99438. /**
  99439. * Adds the given morph target to this scene
  99440. * @param newMorphTargetManager The morph target to add
  99441. */
  99442. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99443. /**
  99444. * Adds the given geometry to this scene
  99445. * @param newGeometry The geometry to add
  99446. */
  99447. addGeometry(newGeometry: Geometry): void;
  99448. /**
  99449. * Adds the given action manager to this scene
  99450. * @param newActionManager The action manager to add
  99451. */
  99452. addActionManager(newActionManager: AbstractActionManager): void;
  99453. /**
  99454. * Adds the given texture to this scene.
  99455. * @param newTexture The texture to add
  99456. */
  99457. addTexture(newTexture: BaseTexture): void;
  99458. /**
  99459. * Switch active camera
  99460. * @param newCamera defines the new active camera
  99461. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99462. */
  99463. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99464. /**
  99465. * sets the active camera of the scene using its ID
  99466. * @param id defines the camera's ID
  99467. * @return the new active camera or null if none found.
  99468. */
  99469. setActiveCameraByID(id: string): Nullable<Camera>;
  99470. /**
  99471. * sets the active camera of the scene using its name
  99472. * @param name defines the camera's name
  99473. * @returns the new active camera or null if none found.
  99474. */
  99475. setActiveCameraByName(name: string): Nullable<Camera>;
  99476. /**
  99477. * get an animation group using its name
  99478. * @param name defines the material's name
  99479. * @return the animation group or null if none found.
  99480. */
  99481. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99482. /**
  99483. * Get a material using its unique id
  99484. * @param uniqueId defines the material's unique id
  99485. * @return the material or null if none found.
  99486. */
  99487. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99488. /**
  99489. * get a material using its id
  99490. * @param id defines the material's ID
  99491. * @return the material or null if none found.
  99492. */
  99493. getMaterialByID(id: string): Nullable<Material>;
  99494. /**
  99495. * Gets a the last added material using a given id
  99496. * @param id defines the material's ID
  99497. * @return the last material with the given id or null if none found.
  99498. */
  99499. getLastMaterialByID(id: string): Nullable<Material>;
  99500. /**
  99501. * Gets a material using its name
  99502. * @param name defines the material's name
  99503. * @return the material or null if none found.
  99504. */
  99505. getMaterialByName(name: string): Nullable<Material>;
  99506. /**
  99507. * Get a texture using its unique id
  99508. * @param uniqueId defines the texture's unique id
  99509. * @return the texture or null if none found.
  99510. */
  99511. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99512. /**
  99513. * Gets a camera using its id
  99514. * @param id defines the id to look for
  99515. * @returns the camera or null if not found
  99516. */
  99517. getCameraByID(id: string): Nullable<Camera>;
  99518. /**
  99519. * Gets a camera using its unique id
  99520. * @param uniqueId defines the unique id to look for
  99521. * @returns the camera or null if not found
  99522. */
  99523. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99524. /**
  99525. * Gets a camera using its name
  99526. * @param name defines the camera's name
  99527. * @return the camera or null if none found.
  99528. */
  99529. getCameraByName(name: string): Nullable<Camera>;
  99530. /**
  99531. * Gets a bone using its id
  99532. * @param id defines the bone's id
  99533. * @return the bone or null if not found
  99534. */
  99535. getBoneByID(id: string): Nullable<Bone>;
  99536. /**
  99537. * Gets a bone using its id
  99538. * @param name defines the bone's name
  99539. * @return the bone or null if not found
  99540. */
  99541. getBoneByName(name: string): Nullable<Bone>;
  99542. /**
  99543. * Gets a light node using its name
  99544. * @param name defines the the light's name
  99545. * @return the light or null if none found.
  99546. */
  99547. getLightByName(name: string): Nullable<Light>;
  99548. /**
  99549. * Gets a light node using its id
  99550. * @param id defines the light's id
  99551. * @return the light or null if none found.
  99552. */
  99553. getLightByID(id: string): Nullable<Light>;
  99554. /**
  99555. * Gets a light node using its scene-generated unique ID
  99556. * @param uniqueId defines the light's unique id
  99557. * @return the light or null if none found.
  99558. */
  99559. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99560. /**
  99561. * Gets a particle system by id
  99562. * @param id defines the particle system id
  99563. * @return the corresponding system or null if none found
  99564. */
  99565. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99566. /**
  99567. * Gets a geometry using its ID
  99568. * @param id defines the geometry's id
  99569. * @return the geometry or null if none found.
  99570. */
  99571. getGeometryByID(id: string): Nullable<Geometry>;
  99572. private _getGeometryByUniqueID;
  99573. /**
  99574. * Add a new geometry to this scene
  99575. * @param geometry defines the geometry to be added to the scene.
  99576. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99577. * @return a boolean defining if the geometry was added or not
  99578. */
  99579. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99580. /**
  99581. * Removes an existing geometry
  99582. * @param geometry defines the geometry to be removed from the scene
  99583. * @return a boolean defining if the geometry was removed or not
  99584. */
  99585. removeGeometry(geometry: Geometry): boolean;
  99586. /**
  99587. * Gets the list of geometries attached to the scene
  99588. * @returns an array of Geometry
  99589. */
  99590. getGeometries(): Geometry[];
  99591. /**
  99592. * Gets the first added mesh found of a given ID
  99593. * @param id defines the id to search for
  99594. * @return the mesh found or null if not found at all
  99595. */
  99596. getMeshByID(id: string): Nullable<AbstractMesh>;
  99597. /**
  99598. * Gets a list of meshes using their id
  99599. * @param id defines the id to search for
  99600. * @returns a list of meshes
  99601. */
  99602. getMeshesByID(id: string): Array<AbstractMesh>;
  99603. /**
  99604. * Gets the first added transform node found of a given ID
  99605. * @param id defines the id to search for
  99606. * @return the found transform node or null if not found at all.
  99607. */
  99608. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99609. /**
  99610. * Gets a transform node with its auto-generated unique id
  99611. * @param uniqueId efines the unique id to search for
  99612. * @return the found transform node or null if not found at all.
  99613. */
  99614. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99615. /**
  99616. * Gets a list of transform nodes using their id
  99617. * @param id defines the id to search for
  99618. * @returns a list of transform nodes
  99619. */
  99620. getTransformNodesByID(id: string): Array<TransformNode>;
  99621. /**
  99622. * Gets a mesh with its auto-generated unique id
  99623. * @param uniqueId defines the unique id to search for
  99624. * @return the found mesh or null if not found at all.
  99625. */
  99626. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99627. /**
  99628. * Gets a the last added mesh using a given id
  99629. * @param id defines the id to search for
  99630. * @return the found mesh or null if not found at all.
  99631. */
  99632. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99633. /**
  99634. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99635. * @param id defines the id to search for
  99636. * @return the found node or null if not found at all
  99637. */
  99638. getLastEntryByID(id: string): Nullable<Node>;
  99639. /**
  99640. * Gets a node (Mesh, Camera, Light) using a given id
  99641. * @param id defines the id to search for
  99642. * @return the found node or null if not found at all
  99643. */
  99644. getNodeByID(id: string): Nullable<Node>;
  99645. /**
  99646. * Gets a node (Mesh, Camera, Light) using a given name
  99647. * @param name defines the name to search for
  99648. * @return the found node or null if not found at all.
  99649. */
  99650. getNodeByName(name: string): Nullable<Node>;
  99651. /**
  99652. * Gets a mesh using a given name
  99653. * @param name defines the name to search for
  99654. * @return the found mesh or null if not found at all.
  99655. */
  99656. getMeshByName(name: string): Nullable<AbstractMesh>;
  99657. /**
  99658. * Gets a transform node using a given name
  99659. * @param name defines the name to search for
  99660. * @return the found transform node or null if not found at all.
  99661. */
  99662. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99663. /**
  99664. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99665. * @param id defines the id to search for
  99666. * @return the found skeleton or null if not found at all.
  99667. */
  99668. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99669. /**
  99670. * Gets a skeleton using a given auto generated unique id
  99671. * @param uniqueId defines the unique id to search for
  99672. * @return the found skeleton or null if not found at all.
  99673. */
  99674. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99675. /**
  99676. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99677. * @param id defines the id to search for
  99678. * @return the found skeleton or null if not found at all.
  99679. */
  99680. getSkeletonById(id: string): Nullable<Skeleton>;
  99681. /**
  99682. * Gets a skeleton using a given name
  99683. * @param name defines the name to search for
  99684. * @return the found skeleton or null if not found at all.
  99685. */
  99686. getSkeletonByName(name: string): Nullable<Skeleton>;
  99687. /**
  99688. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99689. * @param id defines the id to search for
  99690. * @return the found morph target manager or null if not found at all.
  99691. */
  99692. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99693. /**
  99694. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99695. * @param id defines the id to search for
  99696. * @return the found morph target or null if not found at all.
  99697. */
  99698. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99699. /**
  99700. * Gets a boolean indicating if the given mesh is active
  99701. * @param mesh defines the mesh to look for
  99702. * @returns true if the mesh is in the active list
  99703. */
  99704. isActiveMesh(mesh: AbstractMesh): boolean;
  99705. /**
  99706. * Return a unique id as a string which can serve as an identifier for the scene
  99707. */
  99708. readonly uid: string;
  99709. /**
  99710. * Add an externaly attached data from its key.
  99711. * This method call will fail and return false, if such key already exists.
  99712. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99713. * @param key the unique key that identifies the data
  99714. * @param data the data object to associate to the key for this Engine instance
  99715. * @return true if no such key were already present and the data was added successfully, false otherwise
  99716. */
  99717. addExternalData<T>(key: string, data: T): boolean;
  99718. /**
  99719. * Get an externaly attached data from its key
  99720. * @param key the unique key that identifies the data
  99721. * @return the associated data, if present (can be null), or undefined if not present
  99722. */
  99723. getExternalData<T>(key: string): Nullable<T>;
  99724. /**
  99725. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99726. * @param key the unique key that identifies the data
  99727. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99728. * @return the associated data, can be null if the factory returned null.
  99729. */
  99730. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99731. /**
  99732. * Remove an externaly attached data from the Engine instance
  99733. * @param key the unique key that identifies the data
  99734. * @return true if the data was successfully removed, false if it doesn't exist
  99735. */
  99736. removeExternalData(key: string): boolean;
  99737. private _evaluateSubMesh;
  99738. /**
  99739. * Clear the processed materials smart array preventing retention point in material dispose.
  99740. */
  99741. freeProcessedMaterials(): void;
  99742. private _preventFreeActiveMeshesAndRenderingGroups;
  99743. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99744. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99745. * when disposing several meshes in a row or a hierarchy of meshes.
  99746. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99747. */
  99748. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99749. /**
  99750. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99751. */
  99752. freeActiveMeshes(): void;
  99753. /**
  99754. * Clear the info related to rendering groups preventing retention points during dispose.
  99755. */
  99756. freeRenderingGroups(): void;
  99757. /** @hidden */
  99758. _isInIntermediateRendering(): boolean;
  99759. /**
  99760. * Lambda returning the list of potentially active meshes.
  99761. */
  99762. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99763. /**
  99764. * Lambda returning the list of potentially active sub meshes.
  99765. */
  99766. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99767. /**
  99768. * Lambda returning the list of potentially intersecting sub meshes.
  99769. */
  99770. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99771. /**
  99772. * Lambda returning the list of potentially colliding sub meshes.
  99773. */
  99774. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99775. private _activeMeshesFrozen;
  99776. /**
  99777. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99778. * @returns the current scene
  99779. */
  99780. freezeActiveMeshes(): Scene;
  99781. /**
  99782. * Use this function to restart evaluating active meshes on every frame
  99783. * @returns the current scene
  99784. */
  99785. unfreezeActiveMeshes(): Scene;
  99786. private _evaluateActiveMeshes;
  99787. private _activeMesh;
  99788. /**
  99789. * Update the transform matrix to update from the current active camera
  99790. * @param force defines a boolean used to force the update even if cache is up to date
  99791. */
  99792. updateTransformMatrix(force?: boolean): void;
  99793. private _bindFrameBuffer;
  99794. /** @hidden */
  99795. _allowPostProcessClearColor: boolean;
  99796. /** @hidden */
  99797. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99798. private _processSubCameras;
  99799. private _checkIntersections;
  99800. /** @hidden */
  99801. _advancePhysicsEngineStep(step: number): void;
  99802. /**
  99803. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99804. */
  99805. getDeterministicFrameTime: () => number;
  99806. /** @hidden */
  99807. _animate(): void;
  99808. /** Execute all animations (for a frame) */
  99809. animate(): void;
  99810. /**
  99811. * Render the scene
  99812. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99813. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99814. */
  99815. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99816. /**
  99817. * Freeze all materials
  99818. * A frozen material will not be updatable but should be faster to render
  99819. */
  99820. freezeMaterials(): void;
  99821. /**
  99822. * Unfreeze all materials
  99823. * A frozen material will not be updatable but should be faster to render
  99824. */
  99825. unfreezeMaterials(): void;
  99826. /**
  99827. * Releases all held ressources
  99828. */
  99829. dispose(): void;
  99830. /**
  99831. * Gets if the scene is already disposed
  99832. */
  99833. readonly isDisposed: boolean;
  99834. /**
  99835. * Call this function to reduce memory footprint of the scene.
  99836. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99837. */
  99838. clearCachedVertexData(): void;
  99839. /**
  99840. * This function will remove the local cached buffer data from texture.
  99841. * It will save memory but will prevent the texture from being rebuilt
  99842. */
  99843. cleanCachedTextureBuffer(): void;
  99844. /**
  99845. * Get the world extend vectors with an optional filter
  99846. *
  99847. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99848. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99849. */
  99850. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99851. min: Vector3;
  99852. max: Vector3;
  99853. };
  99854. /**
  99855. * Creates a ray that can be used to pick in the scene
  99856. * @param x defines the x coordinate of the origin (on-screen)
  99857. * @param y defines the y coordinate of the origin (on-screen)
  99858. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99859. * @param camera defines the camera to use for the picking
  99860. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99861. * @returns a Ray
  99862. */
  99863. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99864. /**
  99865. * Creates a ray that can be used to pick in the scene
  99866. * @param x defines the x coordinate of the origin (on-screen)
  99867. * @param y defines the y coordinate of the origin (on-screen)
  99868. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99869. * @param result defines the ray where to store the picking ray
  99870. * @param camera defines the camera to use for the picking
  99871. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99872. * @returns the current scene
  99873. */
  99874. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99875. /**
  99876. * Creates a ray that can be used to pick in the scene
  99877. * @param x defines the x coordinate of the origin (on-screen)
  99878. * @param y defines the y coordinate of the origin (on-screen)
  99879. * @param camera defines the camera to use for the picking
  99880. * @returns a Ray
  99881. */
  99882. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99883. /**
  99884. * Creates a ray that can be used to pick in the scene
  99885. * @param x defines the x coordinate of the origin (on-screen)
  99886. * @param y defines the y coordinate of the origin (on-screen)
  99887. * @param result defines the ray where to store the picking ray
  99888. * @param camera defines the camera to use for the picking
  99889. * @returns the current scene
  99890. */
  99891. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99892. /** Launch a ray to try to pick a mesh in the scene
  99893. * @param x position on screen
  99894. * @param y position on screen
  99895. * @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
  99896. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99897. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99898. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99899. * @returns a PickingInfo
  99900. */
  99901. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99902. /** Use the given ray to pick a mesh in the scene
  99903. * @param ray The ray to use to pick meshes
  99904. * @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
  99905. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99906. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99907. * @returns a PickingInfo
  99908. */
  99909. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99910. /**
  99911. * Launch a ray to try to pick a mesh in the scene
  99912. * @param x X position on screen
  99913. * @param y Y position on screen
  99914. * @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
  99915. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99916. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99917. * @returns an array of PickingInfo
  99918. */
  99919. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99920. /**
  99921. * Launch a ray to try to pick a mesh in the scene
  99922. * @param ray Ray to use
  99923. * @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
  99924. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99925. * @returns an array of PickingInfo
  99926. */
  99927. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99928. /**
  99929. * Force the value of meshUnderPointer
  99930. * @param mesh defines the mesh to use
  99931. */
  99932. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99933. /**
  99934. * Gets the mesh under the pointer
  99935. * @returns a Mesh or null if no mesh is under the pointer
  99936. */
  99937. getPointerOverMesh(): Nullable<AbstractMesh>;
  99938. /** @hidden */
  99939. _rebuildGeometries(): void;
  99940. /** @hidden */
  99941. _rebuildTextures(): void;
  99942. private _getByTags;
  99943. /**
  99944. * Get a list of meshes by tags
  99945. * @param tagsQuery defines the tags query to use
  99946. * @param forEach defines a predicate used to filter results
  99947. * @returns an array of Mesh
  99948. */
  99949. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99950. /**
  99951. * Get a list of cameras by tags
  99952. * @param tagsQuery defines the tags query to use
  99953. * @param forEach defines a predicate used to filter results
  99954. * @returns an array of Camera
  99955. */
  99956. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99957. /**
  99958. * Get a list of lights by tags
  99959. * @param tagsQuery defines the tags query to use
  99960. * @param forEach defines a predicate used to filter results
  99961. * @returns an array of Light
  99962. */
  99963. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99964. /**
  99965. * Get a list of materials by tags
  99966. * @param tagsQuery defines the tags query to use
  99967. * @param forEach defines a predicate used to filter results
  99968. * @returns an array of Material
  99969. */
  99970. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99971. /**
  99972. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99973. * This allowed control for front to back rendering or reversly depending of the special needs.
  99974. *
  99975. * @param renderingGroupId The rendering group id corresponding to its index
  99976. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99977. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99978. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99979. */
  99980. 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;
  99981. /**
  99982. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99983. *
  99984. * @param renderingGroupId The rendering group id corresponding to its index
  99985. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99986. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99987. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99988. */
  99989. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  99990. /**
  99991. * Gets the current auto clear configuration for one rendering group of the rendering
  99992. * manager.
  99993. * @param index the rendering group index to get the information for
  99994. * @returns The auto clear setup for the requested rendering group
  99995. */
  99996. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99997. private _blockMaterialDirtyMechanism;
  99998. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99999. blockMaterialDirtyMechanism: boolean;
  100000. /**
  100001. * Will flag all materials as dirty to trigger new shader compilation
  100002. * @param flag defines the flag used to specify which material part must be marked as dirty
  100003. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100004. */
  100005. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100006. /** @hidden */
  100007. _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;
  100008. /** @hidden */
  100009. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100010. }
  100011. }
  100012. declare module BABYLON {
  100013. /**
  100014. * Set of assets to keep when moving a scene into an asset container.
  100015. */
  100016. export class KeepAssets extends AbstractScene {
  100017. }
  100018. /**
  100019. * Container with a set of assets that can be added or removed from a scene.
  100020. */
  100021. export class AssetContainer extends AbstractScene {
  100022. /**
  100023. * The scene the AssetContainer belongs to.
  100024. */
  100025. scene: Scene;
  100026. /**
  100027. * Instantiates an AssetContainer.
  100028. * @param scene The scene the AssetContainer belongs to.
  100029. */
  100030. constructor(scene: Scene);
  100031. /**
  100032. * Adds all the assets from the container to the scene.
  100033. */
  100034. addAllToScene(): void;
  100035. /**
  100036. * Removes all the assets in the container from the scene
  100037. */
  100038. removeAllFromScene(): void;
  100039. /**
  100040. * Disposes all the assets in the container
  100041. */
  100042. dispose(): void;
  100043. private _moveAssets;
  100044. /**
  100045. * Removes all the assets contained in the scene and adds them to the container.
  100046. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100047. */
  100048. moveAllFromScene(keepAssets?: KeepAssets): void;
  100049. /**
  100050. * 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.
  100051. * @returns the root mesh
  100052. */
  100053. createRootMesh(): Mesh;
  100054. }
  100055. }
  100056. declare module BABYLON {
  100057. /**
  100058. * Defines how the parser contract is defined.
  100059. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100060. */
  100061. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100062. /**
  100063. * Defines how the individual parser contract is defined.
  100064. * These parser can parse an individual asset
  100065. */
  100066. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100067. /**
  100068. * Base class of the scene acting as a container for the different elements composing a scene.
  100069. * This class is dynamically extended by the different components of the scene increasing
  100070. * flexibility and reducing coupling
  100071. */
  100072. export abstract class AbstractScene {
  100073. /**
  100074. * Stores the list of available parsers in the application.
  100075. */
  100076. private static _BabylonFileParsers;
  100077. /**
  100078. * Stores the list of available individual parsers in the application.
  100079. */
  100080. private static _IndividualBabylonFileParsers;
  100081. /**
  100082. * Adds a parser in the list of available ones
  100083. * @param name Defines the name of the parser
  100084. * @param parser Defines the parser to add
  100085. */
  100086. static AddParser(name: string, parser: BabylonFileParser): void;
  100087. /**
  100088. * Gets a general parser from the list of avaialble ones
  100089. * @param name Defines the name of the parser
  100090. * @returns the requested parser or null
  100091. */
  100092. static GetParser(name: string): Nullable<BabylonFileParser>;
  100093. /**
  100094. * Adds n individual parser in the list of available ones
  100095. * @param name Defines the name of the parser
  100096. * @param parser Defines the parser to add
  100097. */
  100098. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100099. /**
  100100. * Gets an individual parser from the list of avaialble ones
  100101. * @param name Defines the name of the parser
  100102. * @returns the requested parser or null
  100103. */
  100104. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100105. /**
  100106. * Parser json data and populate both a scene and its associated container object
  100107. * @param jsonData Defines the data to parse
  100108. * @param scene Defines the scene to parse the data for
  100109. * @param container Defines the container attached to the parsing sequence
  100110. * @param rootUrl Defines the root url of the data
  100111. */
  100112. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100113. /**
  100114. * Gets the list of root nodes (ie. nodes with no parent)
  100115. */
  100116. rootNodes: Node[];
  100117. /** All of the cameras added to this scene
  100118. * @see http://doc.babylonjs.com/babylon101/cameras
  100119. */
  100120. cameras: Camera[];
  100121. /**
  100122. * All of the lights added to this scene
  100123. * @see http://doc.babylonjs.com/babylon101/lights
  100124. */
  100125. lights: Light[];
  100126. /**
  100127. * All of the (abstract) meshes added to this scene
  100128. */
  100129. meshes: AbstractMesh[];
  100130. /**
  100131. * The list of skeletons added to the scene
  100132. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100133. */
  100134. skeletons: Skeleton[];
  100135. /**
  100136. * All of the particle systems added to this scene
  100137. * @see http://doc.babylonjs.com/babylon101/particles
  100138. */
  100139. particleSystems: IParticleSystem[];
  100140. /**
  100141. * Gets a list of Animations associated with the scene
  100142. */
  100143. animations: Animation[];
  100144. /**
  100145. * All of the animation groups added to this scene
  100146. * @see http://doc.babylonjs.com/how_to/group
  100147. */
  100148. animationGroups: AnimationGroup[];
  100149. /**
  100150. * All of the multi-materials added to this scene
  100151. * @see http://doc.babylonjs.com/how_to/multi_materials
  100152. */
  100153. multiMaterials: MultiMaterial[];
  100154. /**
  100155. * All of the materials added to this scene
  100156. * In the context of a Scene, it is not supposed to be modified manually.
  100157. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100158. * Note also that the order of the Material wihin the array is not significant and might change.
  100159. * @see http://doc.babylonjs.com/babylon101/materials
  100160. */
  100161. materials: Material[];
  100162. /**
  100163. * The list of morph target managers added to the scene
  100164. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100165. */
  100166. morphTargetManagers: MorphTargetManager[];
  100167. /**
  100168. * The list of geometries used in the scene.
  100169. */
  100170. geometries: Geometry[];
  100171. /**
  100172. * All of the tranform nodes added to this scene
  100173. * In the context of a Scene, it is not supposed to be modified manually.
  100174. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100175. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100176. * @see http://doc.babylonjs.com/how_to/transformnode
  100177. */
  100178. transformNodes: TransformNode[];
  100179. /**
  100180. * ActionManagers available on the scene.
  100181. */
  100182. actionManagers: AbstractActionManager[];
  100183. /**
  100184. * Textures to keep.
  100185. */
  100186. textures: BaseTexture[];
  100187. /**
  100188. * Environment texture for the scene
  100189. */
  100190. environmentTexture: Nullable<BaseTexture>;
  100191. }
  100192. }
  100193. declare module BABYLON {
  100194. /**
  100195. * Interface used to define options for Sound class
  100196. */
  100197. export interface ISoundOptions {
  100198. /**
  100199. * Does the sound autoplay once loaded.
  100200. */
  100201. autoplay?: boolean;
  100202. /**
  100203. * Does the sound loop after it finishes playing once.
  100204. */
  100205. loop?: boolean;
  100206. /**
  100207. * Sound's volume
  100208. */
  100209. volume?: number;
  100210. /**
  100211. * Is it a spatial sound?
  100212. */
  100213. spatialSound?: boolean;
  100214. /**
  100215. * Maximum distance to hear that sound
  100216. */
  100217. maxDistance?: number;
  100218. /**
  100219. * Uses user defined attenuation function
  100220. */
  100221. useCustomAttenuation?: boolean;
  100222. /**
  100223. * Define the roll off factor of spatial sounds.
  100224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100225. */
  100226. rolloffFactor?: number;
  100227. /**
  100228. * Define the reference distance the sound should be heard perfectly.
  100229. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100230. */
  100231. refDistance?: number;
  100232. /**
  100233. * Define the distance attenuation model the sound will follow.
  100234. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100235. */
  100236. distanceModel?: string;
  100237. /**
  100238. * Defines the playback speed (1 by default)
  100239. */
  100240. playbackRate?: number;
  100241. /**
  100242. * Defines if the sound is from a streaming source
  100243. */
  100244. streaming?: boolean;
  100245. /**
  100246. * Defines an optional length (in seconds) inside the sound file
  100247. */
  100248. length?: number;
  100249. /**
  100250. * Defines an optional offset (in seconds) inside the sound file
  100251. */
  100252. offset?: number;
  100253. /**
  100254. * If true, URLs will not be required to state the audio file codec to use.
  100255. */
  100256. skipCodecCheck?: boolean;
  100257. }
  100258. /**
  100259. * Defines a sound that can be played in the application.
  100260. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100261. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100262. */
  100263. export class Sound {
  100264. /**
  100265. * The name of the sound in the scene.
  100266. */
  100267. name: string;
  100268. /**
  100269. * Does the sound autoplay once loaded.
  100270. */
  100271. autoplay: boolean;
  100272. /**
  100273. * Does the sound loop after it finishes playing once.
  100274. */
  100275. loop: boolean;
  100276. /**
  100277. * Does the sound use a custom attenuation curve to simulate the falloff
  100278. * happening when the source gets further away from the camera.
  100279. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100280. */
  100281. useCustomAttenuation: boolean;
  100282. /**
  100283. * The sound track id this sound belongs to.
  100284. */
  100285. soundTrackId: number;
  100286. /**
  100287. * Is this sound currently played.
  100288. */
  100289. isPlaying: boolean;
  100290. /**
  100291. * Is this sound currently paused.
  100292. */
  100293. isPaused: boolean;
  100294. /**
  100295. * Does this sound enables spatial sound.
  100296. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100297. */
  100298. spatialSound: boolean;
  100299. /**
  100300. * Define the reference distance the sound should be heard perfectly.
  100301. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100302. */
  100303. refDistance: number;
  100304. /**
  100305. * Define the roll off factor of spatial sounds.
  100306. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100307. */
  100308. rolloffFactor: number;
  100309. /**
  100310. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100311. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100312. */
  100313. maxDistance: number;
  100314. /**
  100315. * Define the distance attenuation model the sound will follow.
  100316. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100317. */
  100318. distanceModel: string;
  100319. /**
  100320. * @hidden
  100321. * Back Compat
  100322. **/
  100323. onended: () => any;
  100324. /**
  100325. * Observable event when the current playing sound finishes.
  100326. */
  100327. onEndedObservable: Observable<Sound>;
  100328. private _panningModel;
  100329. private _playbackRate;
  100330. private _streaming;
  100331. private _startTime;
  100332. private _startOffset;
  100333. private _position;
  100334. /** @hidden */
  100335. _positionInEmitterSpace: boolean;
  100336. private _localDirection;
  100337. private _volume;
  100338. private _isReadyToPlay;
  100339. private _isDirectional;
  100340. private _readyToPlayCallback;
  100341. private _audioBuffer;
  100342. private _soundSource;
  100343. private _streamingSource;
  100344. private _soundPanner;
  100345. private _soundGain;
  100346. private _inputAudioNode;
  100347. private _outputAudioNode;
  100348. private _coneInnerAngle;
  100349. private _coneOuterAngle;
  100350. private _coneOuterGain;
  100351. private _scene;
  100352. private _connectedTransformNode;
  100353. private _customAttenuationFunction;
  100354. private _registerFunc;
  100355. private _isOutputConnected;
  100356. private _htmlAudioElement;
  100357. private _urlType;
  100358. private _length?;
  100359. private _offset?;
  100360. /** @hidden */
  100361. static _SceneComponentInitialization: (scene: Scene) => void;
  100362. /**
  100363. * Create a sound and attach it to a scene
  100364. * @param name Name of your sound
  100365. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100366. * @param scene defines the scene the sound belongs to
  100367. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100368. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100369. */
  100370. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100371. /**
  100372. * Release the sound and its associated resources
  100373. */
  100374. dispose(): void;
  100375. /**
  100376. * Gets if the sounds is ready to be played or not.
  100377. * @returns true if ready, otherwise false
  100378. */
  100379. isReady(): boolean;
  100380. private _soundLoaded;
  100381. /**
  100382. * Sets the data of the sound from an audiobuffer
  100383. * @param audioBuffer The audioBuffer containing the data
  100384. */
  100385. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100386. /**
  100387. * Updates the current sounds options such as maxdistance, loop...
  100388. * @param options A JSON object containing values named as the object properties
  100389. */
  100390. updateOptions(options: ISoundOptions): void;
  100391. private _createSpatialParameters;
  100392. private _updateSpatialParameters;
  100393. /**
  100394. * Switch the panning model to HRTF:
  100395. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100396. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100397. */
  100398. switchPanningModelToHRTF(): void;
  100399. /**
  100400. * Switch the panning model to Equal Power:
  100401. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100402. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100403. */
  100404. switchPanningModelToEqualPower(): void;
  100405. private _switchPanningModel;
  100406. /**
  100407. * Connect this sound to a sound track audio node like gain...
  100408. * @param soundTrackAudioNode the sound track audio node to connect to
  100409. */
  100410. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100411. /**
  100412. * Transform this sound into a directional source
  100413. * @param coneInnerAngle Size of the inner cone in degree
  100414. * @param coneOuterAngle Size of the outer cone in degree
  100415. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100416. */
  100417. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100418. /**
  100419. * Gets or sets the inner angle for the directional cone.
  100420. */
  100421. /**
  100422. * Gets or sets the inner angle for the directional cone.
  100423. */
  100424. directionalConeInnerAngle: number;
  100425. /**
  100426. * Gets or sets the outer angle for the directional cone.
  100427. */
  100428. /**
  100429. * Gets or sets the outer angle for the directional cone.
  100430. */
  100431. directionalConeOuterAngle: number;
  100432. /**
  100433. * Sets the position of the emitter if spatial sound is enabled
  100434. * @param newPosition Defines the new posisiton
  100435. */
  100436. setPosition(newPosition: Vector3): void;
  100437. /**
  100438. * Sets the local direction of the emitter if spatial sound is enabled
  100439. * @param newLocalDirection Defines the new local direction
  100440. */
  100441. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100442. private _updateDirection;
  100443. /** @hidden */
  100444. updateDistanceFromListener(): void;
  100445. /**
  100446. * Sets a new custom attenuation function for the sound.
  100447. * @param callback Defines the function used for the attenuation
  100448. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100449. */
  100450. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100451. /**
  100452. * Play the sound
  100453. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100454. * @param offset (optional) Start the sound at a specific time in seconds
  100455. * @param length (optional) Sound duration (in seconds)
  100456. */
  100457. play(time?: number, offset?: number, length?: number): void;
  100458. private _onended;
  100459. /**
  100460. * Stop the sound
  100461. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100462. */
  100463. stop(time?: number): void;
  100464. /**
  100465. * Put the sound in pause
  100466. */
  100467. pause(): void;
  100468. /**
  100469. * Sets a dedicated volume for this sounds
  100470. * @param newVolume Define the new volume of the sound
  100471. * @param time Define time for gradual change to new volume
  100472. */
  100473. setVolume(newVolume: number, time?: number): void;
  100474. /**
  100475. * Set the sound play back rate
  100476. * @param newPlaybackRate Define the playback rate the sound should be played at
  100477. */
  100478. setPlaybackRate(newPlaybackRate: number): void;
  100479. /**
  100480. * Gets the volume of the sound.
  100481. * @returns the volume of the sound
  100482. */
  100483. getVolume(): number;
  100484. /**
  100485. * Attach the sound to a dedicated mesh
  100486. * @param transformNode The transform node to connect the sound with
  100487. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100488. */
  100489. attachToMesh(transformNode: TransformNode): void;
  100490. /**
  100491. * Detach the sound from the previously attached mesh
  100492. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100493. */
  100494. detachFromMesh(): void;
  100495. private _onRegisterAfterWorldMatrixUpdate;
  100496. /**
  100497. * Clone the current sound in the scene.
  100498. * @returns the new sound clone
  100499. */
  100500. clone(): Nullable<Sound>;
  100501. /**
  100502. * Gets the current underlying audio buffer containing the data
  100503. * @returns the audio buffer
  100504. */
  100505. getAudioBuffer(): Nullable<AudioBuffer>;
  100506. /**
  100507. * Serializes the Sound in a JSON representation
  100508. * @returns the JSON representation of the sound
  100509. */
  100510. serialize(): any;
  100511. /**
  100512. * Parse a JSON representation of a sound to innstantiate in a given scene
  100513. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100514. * @param scene Define the scene the new parsed sound should be created in
  100515. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100516. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100517. * @returns the newly parsed sound
  100518. */
  100519. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100520. }
  100521. }
  100522. declare module BABYLON {
  100523. /**
  100524. * This defines an action helpful to play a defined sound on a triggered action.
  100525. */
  100526. export class PlaySoundAction extends Action {
  100527. private _sound;
  100528. /**
  100529. * Instantiate the action
  100530. * @param triggerOptions defines the trigger options
  100531. * @param sound defines the sound to play
  100532. * @param condition defines the trigger related conditions
  100533. */
  100534. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100535. /** @hidden */
  100536. _prepare(): void;
  100537. /**
  100538. * Execute the action and play the sound.
  100539. */
  100540. execute(): void;
  100541. /**
  100542. * Serializes the actions and its related information.
  100543. * @param parent defines the object to serialize in
  100544. * @returns the serialized object
  100545. */
  100546. serialize(parent: any): any;
  100547. }
  100548. /**
  100549. * This defines an action helpful to stop a defined sound on a triggered action.
  100550. */
  100551. export class StopSoundAction extends Action {
  100552. private _sound;
  100553. /**
  100554. * Instantiate the action
  100555. * @param triggerOptions defines the trigger options
  100556. * @param sound defines the sound to stop
  100557. * @param condition defines the trigger related conditions
  100558. */
  100559. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100560. /** @hidden */
  100561. _prepare(): void;
  100562. /**
  100563. * Execute the action and stop the sound.
  100564. */
  100565. execute(): void;
  100566. /**
  100567. * Serializes the actions and its related information.
  100568. * @param parent defines the object to serialize in
  100569. * @returns the serialized object
  100570. */
  100571. serialize(parent: any): any;
  100572. }
  100573. }
  100574. declare module BABYLON {
  100575. /**
  100576. * This defines an action responsible to change the value of a property
  100577. * by interpolating between its current value and the newly set one once triggered.
  100578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100579. */
  100580. export class InterpolateValueAction extends Action {
  100581. /**
  100582. * Defines the path of the property where the value should be interpolated
  100583. */
  100584. propertyPath: string;
  100585. /**
  100586. * Defines the target value at the end of the interpolation.
  100587. */
  100588. value: any;
  100589. /**
  100590. * Defines the time it will take for the property to interpolate to the value.
  100591. */
  100592. duration: number;
  100593. /**
  100594. * Defines if the other scene animations should be stopped when the action has been triggered
  100595. */
  100596. stopOtherAnimations?: boolean;
  100597. /**
  100598. * Defines a callback raised once the interpolation animation has been done.
  100599. */
  100600. onInterpolationDone?: () => void;
  100601. /**
  100602. * Observable triggered once the interpolation animation has been done.
  100603. */
  100604. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100605. private _target;
  100606. private _effectiveTarget;
  100607. private _property;
  100608. /**
  100609. * Instantiate the action
  100610. * @param triggerOptions defines the trigger options
  100611. * @param target defines the object containing the value to interpolate
  100612. * @param propertyPath defines the path to the property in the target object
  100613. * @param value defines the target value at the end of the interpolation
  100614. * @param duration deines the time it will take for the property to interpolate to the value.
  100615. * @param condition defines the trigger related conditions
  100616. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100617. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100618. */
  100619. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100620. /** @hidden */
  100621. _prepare(): void;
  100622. /**
  100623. * Execute the action starts the value interpolation.
  100624. */
  100625. execute(): void;
  100626. /**
  100627. * Serializes the actions and its related information.
  100628. * @param parent defines the object to serialize in
  100629. * @returns the serialized object
  100630. */
  100631. serialize(parent: any): any;
  100632. }
  100633. }
  100634. declare module BABYLON {
  100635. /**
  100636. * Options allowed during the creation of a sound track.
  100637. */
  100638. export interface ISoundTrackOptions {
  100639. /**
  100640. * The volume the sound track should take during creation
  100641. */
  100642. volume?: number;
  100643. /**
  100644. * Define if the sound track is the main sound track of the scene
  100645. */
  100646. mainTrack?: boolean;
  100647. }
  100648. /**
  100649. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100650. * It will be also used in a future release to apply effects on a specific track.
  100651. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100652. */
  100653. export class SoundTrack {
  100654. /**
  100655. * The unique identifier of the sound track in the scene.
  100656. */
  100657. id: number;
  100658. /**
  100659. * The list of sounds included in the sound track.
  100660. */
  100661. soundCollection: Array<Sound>;
  100662. private _outputAudioNode;
  100663. private _scene;
  100664. private _isMainTrack;
  100665. private _connectedAnalyser;
  100666. private _options;
  100667. private _isInitialized;
  100668. /**
  100669. * Creates a new sound track.
  100670. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100671. * @param scene Define the scene the sound track belongs to
  100672. * @param options
  100673. */
  100674. constructor(scene: Scene, options?: ISoundTrackOptions);
  100675. private _initializeSoundTrackAudioGraph;
  100676. /**
  100677. * Release the sound track and its associated resources
  100678. */
  100679. dispose(): void;
  100680. /**
  100681. * Adds a sound to this sound track
  100682. * @param sound define the cound to add
  100683. * @ignoreNaming
  100684. */
  100685. AddSound(sound: Sound): void;
  100686. /**
  100687. * Removes a sound to this sound track
  100688. * @param sound define the cound to remove
  100689. * @ignoreNaming
  100690. */
  100691. RemoveSound(sound: Sound): void;
  100692. /**
  100693. * Set a global volume for the full sound track.
  100694. * @param newVolume Define the new volume of the sound track
  100695. */
  100696. setVolume(newVolume: number): void;
  100697. /**
  100698. * Switch the panning model to HRTF:
  100699. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100701. */
  100702. switchPanningModelToHRTF(): void;
  100703. /**
  100704. * Switch the panning model to Equal Power:
  100705. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100706. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100707. */
  100708. switchPanningModelToEqualPower(): void;
  100709. /**
  100710. * Connect the sound track to an audio analyser allowing some amazing
  100711. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100713. * @param analyser The analyser to connect to the engine
  100714. */
  100715. connectToAnalyser(analyser: Analyser): void;
  100716. }
  100717. }
  100718. declare module BABYLON {
  100719. interface AbstractScene {
  100720. /**
  100721. * The list of sounds used in the scene.
  100722. */
  100723. sounds: Nullable<Array<Sound>>;
  100724. }
  100725. interface Scene {
  100726. /**
  100727. * @hidden
  100728. * Backing field
  100729. */
  100730. _mainSoundTrack: SoundTrack;
  100731. /**
  100732. * The main sound track played by the scene.
  100733. * It cotains your primary collection of sounds.
  100734. */
  100735. mainSoundTrack: SoundTrack;
  100736. /**
  100737. * The list of sound tracks added to the scene
  100738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100739. */
  100740. soundTracks: Nullable<Array<SoundTrack>>;
  100741. /**
  100742. * Gets a sound using a given name
  100743. * @param name defines the name to search for
  100744. * @return the found sound or null if not found at all.
  100745. */
  100746. getSoundByName(name: string): Nullable<Sound>;
  100747. /**
  100748. * Gets or sets if audio support is enabled
  100749. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100750. */
  100751. audioEnabled: boolean;
  100752. /**
  100753. * Gets or sets if audio will be output to headphones
  100754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100755. */
  100756. headphone: boolean;
  100757. /**
  100758. * Gets or sets custom audio listener position provider
  100759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100760. */
  100761. audioListenerPositionProvider: Nullable<() => Vector3>;
  100762. }
  100763. /**
  100764. * Defines the sound scene component responsible to manage any sounds
  100765. * in a given scene.
  100766. */
  100767. export class AudioSceneComponent implements ISceneSerializableComponent {
  100768. /**
  100769. * The component name helpfull to identify the component in the list of scene components.
  100770. */
  100771. readonly name: string;
  100772. /**
  100773. * The scene the component belongs to.
  100774. */
  100775. scene: Scene;
  100776. private _audioEnabled;
  100777. /**
  100778. * Gets whether audio is enabled or not.
  100779. * Please use related enable/disable method to switch state.
  100780. */
  100781. readonly audioEnabled: boolean;
  100782. private _headphone;
  100783. /**
  100784. * Gets whether audio is outputing to headphone or not.
  100785. * Please use the according Switch methods to change output.
  100786. */
  100787. readonly headphone: boolean;
  100788. private _audioListenerPositionProvider;
  100789. /**
  100790. * Gets the current audio listener position provider
  100791. */
  100792. /**
  100793. * Sets a custom listener position for all sounds in the scene
  100794. * By default, this is the position of the first active camera
  100795. */
  100796. audioListenerPositionProvider: Nullable<() => Vector3>;
  100797. /**
  100798. * Creates a new instance of the component for the given scene
  100799. * @param scene Defines the scene to register the component in
  100800. */
  100801. constructor(scene: Scene);
  100802. /**
  100803. * Registers the component in a given scene
  100804. */
  100805. register(): void;
  100806. /**
  100807. * Rebuilds the elements related to this component in case of
  100808. * context lost for instance.
  100809. */
  100810. rebuild(): void;
  100811. /**
  100812. * Serializes the component data to the specified json object
  100813. * @param serializationObject The object to serialize to
  100814. */
  100815. serialize(serializationObject: any): void;
  100816. /**
  100817. * Adds all the elements from the container to the scene
  100818. * @param container the container holding the elements
  100819. */
  100820. addFromContainer(container: AbstractScene): void;
  100821. /**
  100822. * Removes all the elements in the container from the scene
  100823. * @param container contains the elements to remove
  100824. * @param dispose if the removed element should be disposed (default: false)
  100825. */
  100826. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100827. /**
  100828. * Disposes the component and the associated ressources.
  100829. */
  100830. dispose(): void;
  100831. /**
  100832. * Disables audio in the associated scene.
  100833. */
  100834. disableAudio(): void;
  100835. /**
  100836. * Enables audio in the associated scene.
  100837. */
  100838. enableAudio(): void;
  100839. /**
  100840. * Switch audio to headphone output.
  100841. */
  100842. switchAudioModeForHeadphones(): void;
  100843. /**
  100844. * Switch audio to normal speakers.
  100845. */
  100846. switchAudioModeForNormalSpeakers(): void;
  100847. private _afterRender;
  100848. }
  100849. }
  100850. declare module BABYLON {
  100851. /**
  100852. * Wraps one or more Sound objects and selects one with random weight for playback.
  100853. */
  100854. export class WeightedSound {
  100855. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100856. loop: boolean;
  100857. private _coneInnerAngle;
  100858. private _coneOuterAngle;
  100859. private _volume;
  100860. /** A Sound is currently playing. */
  100861. isPlaying: boolean;
  100862. /** A Sound is currently paused. */
  100863. isPaused: boolean;
  100864. private _sounds;
  100865. private _weights;
  100866. private _currentIndex?;
  100867. /**
  100868. * Creates a new WeightedSound from the list of sounds given.
  100869. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100870. * @param sounds Array of Sounds that will be selected from.
  100871. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100872. */
  100873. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100874. /**
  100875. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100876. */
  100877. /**
  100878. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100879. */
  100880. directionalConeInnerAngle: number;
  100881. /**
  100882. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100883. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100884. */
  100885. /**
  100886. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100887. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100888. */
  100889. directionalConeOuterAngle: number;
  100890. /**
  100891. * Playback volume.
  100892. */
  100893. /**
  100894. * Playback volume.
  100895. */
  100896. volume: number;
  100897. private _onended;
  100898. /**
  100899. * Suspend playback
  100900. */
  100901. pause(): void;
  100902. /**
  100903. * Stop playback
  100904. */
  100905. stop(): void;
  100906. /**
  100907. * Start playback.
  100908. * @param startOffset Position the clip head at a specific time in seconds.
  100909. */
  100910. play(startOffset?: number): void;
  100911. }
  100912. }
  100913. declare module BABYLON {
  100914. /**
  100915. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100916. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100917. */
  100918. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100919. /**
  100920. * Gets the name of the behavior.
  100921. */
  100922. readonly name: string;
  100923. /**
  100924. * The easing function used by animations
  100925. */
  100926. static EasingFunction: BackEase;
  100927. /**
  100928. * The easing mode used by animations
  100929. */
  100930. static EasingMode: number;
  100931. /**
  100932. * The duration of the animation, in milliseconds
  100933. */
  100934. transitionDuration: number;
  100935. /**
  100936. * Length of the distance animated by the transition when lower radius is reached
  100937. */
  100938. lowerRadiusTransitionRange: number;
  100939. /**
  100940. * Length of the distance animated by the transition when upper radius is reached
  100941. */
  100942. upperRadiusTransitionRange: number;
  100943. private _autoTransitionRange;
  100944. /**
  100945. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100946. */
  100947. /**
  100948. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100949. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100950. */
  100951. autoTransitionRange: boolean;
  100952. private _attachedCamera;
  100953. private _onAfterCheckInputsObserver;
  100954. private _onMeshTargetChangedObserver;
  100955. /**
  100956. * Initializes the behavior.
  100957. */
  100958. init(): void;
  100959. /**
  100960. * Attaches the behavior to its arc rotate camera.
  100961. * @param camera Defines the camera to attach the behavior to
  100962. */
  100963. attach(camera: ArcRotateCamera): void;
  100964. /**
  100965. * Detaches the behavior from its current arc rotate camera.
  100966. */
  100967. detach(): void;
  100968. private _radiusIsAnimating;
  100969. private _radiusBounceTransition;
  100970. private _animatables;
  100971. private _cachedWheelPrecision;
  100972. /**
  100973. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100974. * @param radiusLimit The limit to check against.
  100975. * @return Bool to indicate if at limit.
  100976. */
  100977. private _isRadiusAtLimit;
  100978. /**
  100979. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100980. * @param radiusDelta The delta by which to animate to. Can be negative.
  100981. */
  100982. private _applyBoundRadiusAnimation;
  100983. /**
  100984. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100985. */
  100986. protected _clearAnimationLocks(): void;
  100987. /**
  100988. * Stops and removes all animations that have been applied to the camera
  100989. */
  100990. stopAllAnimations(): void;
  100991. }
  100992. }
  100993. declare module BABYLON {
  100994. /**
  100995. * 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.
  100996. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100997. */
  100998. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100999. /**
  101000. * Gets the name of the behavior.
  101001. */
  101002. readonly name: string;
  101003. private _mode;
  101004. private _radiusScale;
  101005. private _positionScale;
  101006. private _defaultElevation;
  101007. private _elevationReturnTime;
  101008. private _elevationReturnWaitTime;
  101009. private _zoomStopsAnimation;
  101010. private _framingTime;
  101011. /**
  101012. * The easing function used by animations
  101013. */
  101014. static EasingFunction: ExponentialEase;
  101015. /**
  101016. * The easing mode used by animations
  101017. */
  101018. static EasingMode: number;
  101019. /**
  101020. * Sets the current mode used by the behavior
  101021. */
  101022. /**
  101023. * Gets current mode used by the behavior.
  101024. */
  101025. mode: number;
  101026. /**
  101027. * Sets the scale applied to the radius (1 by default)
  101028. */
  101029. /**
  101030. * Gets the scale applied to the radius
  101031. */
  101032. radiusScale: number;
  101033. /**
  101034. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101035. */
  101036. /**
  101037. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101038. */
  101039. positionScale: number;
  101040. /**
  101041. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101042. * behaviour is triggered, in radians.
  101043. */
  101044. /**
  101045. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101046. * behaviour is triggered, in radians.
  101047. */
  101048. defaultElevation: number;
  101049. /**
  101050. * Sets the time (in milliseconds) taken to return to the default beta position.
  101051. * Negative value indicates camera should not return to default.
  101052. */
  101053. /**
  101054. * Gets the time (in milliseconds) taken to return to the default beta position.
  101055. * Negative value indicates camera should not return to default.
  101056. */
  101057. elevationReturnTime: number;
  101058. /**
  101059. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101060. */
  101061. /**
  101062. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101063. */
  101064. elevationReturnWaitTime: number;
  101065. /**
  101066. * Sets the flag that indicates if user zooming should stop animation.
  101067. */
  101068. /**
  101069. * Gets the flag that indicates if user zooming should stop animation.
  101070. */
  101071. zoomStopsAnimation: boolean;
  101072. /**
  101073. * Sets the transition time when framing the mesh, in milliseconds
  101074. */
  101075. /**
  101076. * Gets the transition time when framing the mesh, in milliseconds
  101077. */
  101078. framingTime: number;
  101079. /**
  101080. * Define if the behavior should automatically change the configured
  101081. * camera limits and sensibilities.
  101082. */
  101083. autoCorrectCameraLimitsAndSensibility: boolean;
  101084. private _onPrePointerObservableObserver;
  101085. private _onAfterCheckInputsObserver;
  101086. private _onMeshTargetChangedObserver;
  101087. private _attachedCamera;
  101088. private _isPointerDown;
  101089. private _lastInteractionTime;
  101090. /**
  101091. * Initializes the behavior.
  101092. */
  101093. init(): void;
  101094. /**
  101095. * Attaches the behavior to its arc rotate camera.
  101096. * @param camera Defines the camera to attach the behavior to
  101097. */
  101098. attach(camera: ArcRotateCamera): void;
  101099. /**
  101100. * Detaches the behavior from its current arc rotate camera.
  101101. */
  101102. detach(): void;
  101103. private _animatables;
  101104. private _betaIsAnimating;
  101105. private _betaTransition;
  101106. private _radiusTransition;
  101107. private _vectorTransition;
  101108. /**
  101109. * Targets the given mesh and updates zoom level accordingly.
  101110. * @param mesh The mesh to target.
  101111. * @param radius Optional. If a cached radius position already exists, overrides default.
  101112. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101113. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101114. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101115. */
  101116. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101117. /**
  101118. * Targets the given mesh with its children and updates zoom level accordingly.
  101119. * @param mesh The mesh to target.
  101120. * @param radius Optional. If a cached radius position already exists, overrides default.
  101121. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101122. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101123. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101124. */
  101125. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101126. /**
  101127. * Targets the given meshes with their children and updates zoom level accordingly.
  101128. * @param meshes The mesh to target.
  101129. * @param radius Optional. If a cached radius position already exists, overrides default.
  101130. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101131. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101132. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101133. */
  101134. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101135. /**
  101136. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101137. * @param minimumWorld Determines the smaller position of the bounding box extend
  101138. * @param maximumWorld Determines the bigger position of the bounding box extend
  101139. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101140. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101141. */
  101142. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101143. /**
  101144. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101145. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101146. * frustum width.
  101147. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101148. * to fully enclose the mesh in the viewing frustum.
  101149. */
  101150. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101151. /**
  101152. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101153. * is automatically returned to its default position (expected to be above ground plane).
  101154. */
  101155. private _maintainCameraAboveGround;
  101156. /**
  101157. * Returns the frustum slope based on the canvas ratio and camera FOV
  101158. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101159. */
  101160. private _getFrustumSlope;
  101161. /**
  101162. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101163. */
  101164. private _clearAnimationLocks;
  101165. /**
  101166. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101167. */
  101168. private _applyUserInteraction;
  101169. /**
  101170. * Stops and removes all animations that have been applied to the camera
  101171. */
  101172. stopAllAnimations(): void;
  101173. /**
  101174. * Gets a value indicating if the user is moving the camera
  101175. */
  101176. readonly isUserIsMoving: boolean;
  101177. /**
  101178. * The camera can move all the way towards the mesh.
  101179. */
  101180. static IgnoreBoundsSizeMode: number;
  101181. /**
  101182. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101183. */
  101184. static FitFrustumSidesMode: number;
  101185. }
  101186. }
  101187. declare module BABYLON {
  101188. /**
  101189. * Base class for Camera Pointer Inputs.
  101190. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101191. * for example usage.
  101192. */
  101193. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101194. /**
  101195. * Defines the camera the input is attached to.
  101196. */
  101197. abstract camera: Camera;
  101198. /**
  101199. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101200. */
  101201. protected _altKey: boolean;
  101202. protected _ctrlKey: boolean;
  101203. protected _metaKey: boolean;
  101204. protected _shiftKey: boolean;
  101205. /**
  101206. * Which mouse buttons were pressed at time of last mouse event.
  101207. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101208. */
  101209. protected _buttonsPressed: number;
  101210. /**
  101211. * Defines the buttons associated with the input to handle camera move.
  101212. */
  101213. buttons: number[];
  101214. /**
  101215. * Attach the input controls to a specific dom element to get the input from.
  101216. * @param element Defines the element the controls should be listened from
  101217. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101218. */
  101219. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101220. /**
  101221. * Detach the current controls from the specified dom element.
  101222. * @param element Defines the element to stop listening the inputs from
  101223. */
  101224. detachControl(element: Nullable<HTMLElement>): void;
  101225. /**
  101226. * Gets the class name of the current input.
  101227. * @returns the class name
  101228. */
  101229. getClassName(): string;
  101230. /**
  101231. * Get the friendly name associated with the input class.
  101232. * @returns the input friendly name
  101233. */
  101234. getSimpleName(): string;
  101235. /**
  101236. * Called on pointer POINTERDOUBLETAP event.
  101237. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101238. */
  101239. protected onDoubleTap(type: string): void;
  101240. /**
  101241. * Called on pointer POINTERMOVE event if only a single touch is active.
  101242. * Override this method to provide functionality.
  101243. */
  101244. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101245. /**
  101246. * Called on pointer POINTERMOVE event if multiple touches are active.
  101247. * Override this method to provide functionality.
  101248. */
  101249. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101250. /**
  101251. * Called on JS contextmenu event.
  101252. * Override this method to provide functionality.
  101253. */
  101254. protected onContextMenu(evt: PointerEvent): void;
  101255. /**
  101256. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101257. * press.
  101258. * Override this method to provide functionality.
  101259. */
  101260. protected onButtonDown(evt: PointerEvent): void;
  101261. /**
  101262. * Called each time a new POINTERUP event occurs. Ie, for each button
  101263. * release.
  101264. * Override this method to provide functionality.
  101265. */
  101266. protected onButtonUp(evt: PointerEvent): void;
  101267. /**
  101268. * Called when window becomes inactive.
  101269. * Override this method to provide functionality.
  101270. */
  101271. protected onLostFocus(): void;
  101272. private _pointerInput;
  101273. private _observer;
  101274. private _onLostFocus;
  101275. private pointA;
  101276. private pointB;
  101277. }
  101278. }
  101279. declare module BABYLON {
  101280. /**
  101281. * Manage the pointers inputs to control an arc rotate camera.
  101282. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101283. */
  101284. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101285. /**
  101286. * Defines the camera the input is attached to.
  101287. */
  101288. camera: ArcRotateCamera;
  101289. /**
  101290. * Gets the class name of the current input.
  101291. * @returns the class name
  101292. */
  101293. getClassName(): string;
  101294. /**
  101295. * Defines the buttons associated with the input to handle camera move.
  101296. */
  101297. buttons: number[];
  101298. /**
  101299. * Defines the pointer angular sensibility along the X axis or how fast is
  101300. * the camera rotating.
  101301. */
  101302. angularSensibilityX: number;
  101303. /**
  101304. * Defines the pointer angular sensibility along the Y axis or how fast is
  101305. * the camera rotating.
  101306. */
  101307. angularSensibilityY: number;
  101308. /**
  101309. * Defines the pointer pinch precision or how fast is the camera zooming.
  101310. */
  101311. pinchPrecision: number;
  101312. /**
  101313. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101314. * from 0.
  101315. * It defines the percentage of current camera.radius to use as delta when
  101316. * pinch zoom is used.
  101317. */
  101318. pinchDeltaPercentage: number;
  101319. /**
  101320. * Defines the pointer panning sensibility or how fast is the camera moving.
  101321. */
  101322. panningSensibility: number;
  101323. /**
  101324. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101325. */
  101326. multiTouchPanning: boolean;
  101327. /**
  101328. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101329. * zoom (pinch) through multitouch.
  101330. */
  101331. multiTouchPanAndZoom: boolean;
  101332. /**
  101333. * Revers pinch action direction.
  101334. */
  101335. pinchInwards: boolean;
  101336. private _isPanClick;
  101337. private _twoFingerActivityCount;
  101338. private _isPinching;
  101339. /**
  101340. * Called on pointer POINTERMOVE event if only a single touch is active.
  101341. */
  101342. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101343. /**
  101344. * Called on pointer POINTERDOUBLETAP event.
  101345. */
  101346. protected onDoubleTap(type: string): void;
  101347. /**
  101348. * Called on pointer POINTERMOVE event if multiple touches are active.
  101349. */
  101350. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101351. /**
  101352. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101353. * press.
  101354. */
  101355. protected onButtonDown(evt: PointerEvent): void;
  101356. /**
  101357. * Called each time a new POINTERUP event occurs. Ie, for each button
  101358. * release.
  101359. */
  101360. protected onButtonUp(evt: PointerEvent): void;
  101361. /**
  101362. * Called when window becomes inactive.
  101363. */
  101364. protected onLostFocus(): void;
  101365. }
  101366. }
  101367. declare module BABYLON {
  101368. /**
  101369. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101370. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101371. */
  101372. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101373. /**
  101374. * Defines the camera the input is attached to.
  101375. */
  101376. camera: ArcRotateCamera;
  101377. /**
  101378. * Defines the list of key codes associated with the up action (increase alpha)
  101379. */
  101380. keysUp: number[];
  101381. /**
  101382. * Defines the list of key codes associated with the down action (decrease alpha)
  101383. */
  101384. keysDown: number[];
  101385. /**
  101386. * Defines the list of key codes associated with the left action (increase beta)
  101387. */
  101388. keysLeft: number[];
  101389. /**
  101390. * Defines the list of key codes associated with the right action (decrease beta)
  101391. */
  101392. keysRight: number[];
  101393. /**
  101394. * Defines the list of key codes associated with the reset action.
  101395. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101396. */
  101397. keysReset: number[];
  101398. /**
  101399. * Defines the panning sensibility of the inputs.
  101400. * (How fast is the camera paning)
  101401. */
  101402. panningSensibility: number;
  101403. /**
  101404. * Defines the zooming sensibility of the inputs.
  101405. * (How fast is the camera zooming)
  101406. */
  101407. zoomingSensibility: number;
  101408. /**
  101409. * Defines wether maintaining the alt key down switch the movement mode from
  101410. * orientation to zoom.
  101411. */
  101412. useAltToZoom: boolean;
  101413. /**
  101414. * Rotation speed of the camera
  101415. */
  101416. angularSpeed: number;
  101417. private _keys;
  101418. private _ctrlPressed;
  101419. private _altPressed;
  101420. private _onCanvasBlurObserver;
  101421. private _onKeyboardObserver;
  101422. private _engine;
  101423. private _scene;
  101424. /**
  101425. * Attach the input controls to a specific dom element to get the input from.
  101426. * @param element Defines the element the controls should be listened from
  101427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101428. */
  101429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101430. /**
  101431. * Detach the current controls from the specified dom element.
  101432. * @param element Defines the element to stop listening the inputs from
  101433. */
  101434. detachControl(element: Nullable<HTMLElement>): void;
  101435. /**
  101436. * Update the current camera state depending on the inputs that have been used this frame.
  101437. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101438. */
  101439. checkInputs(): void;
  101440. /**
  101441. * Gets the class name of the current intput.
  101442. * @returns the class name
  101443. */
  101444. getClassName(): string;
  101445. /**
  101446. * Get the friendly name associated with the input class.
  101447. * @returns the input friendly name
  101448. */
  101449. getSimpleName(): string;
  101450. }
  101451. }
  101452. declare module BABYLON {
  101453. /**
  101454. * Manage the mouse wheel inputs to control an arc rotate camera.
  101455. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101456. */
  101457. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101458. /**
  101459. * Defines the camera the input is attached to.
  101460. */
  101461. camera: ArcRotateCamera;
  101462. /**
  101463. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101464. */
  101465. wheelPrecision: number;
  101466. /**
  101467. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101468. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101469. */
  101470. wheelDeltaPercentage: number;
  101471. private _wheel;
  101472. private _observer;
  101473. private computeDeltaFromMouseWheelLegacyEvent;
  101474. /**
  101475. * Attach the input controls to a specific dom element to get the input from.
  101476. * @param element Defines the element the controls should be listened from
  101477. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101478. */
  101479. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101480. /**
  101481. * Detach the current controls from the specified dom element.
  101482. * @param element Defines the element to stop listening the inputs from
  101483. */
  101484. detachControl(element: Nullable<HTMLElement>): void;
  101485. /**
  101486. * Gets the class name of the current intput.
  101487. * @returns the class name
  101488. */
  101489. getClassName(): string;
  101490. /**
  101491. * Get the friendly name associated with the input class.
  101492. * @returns the input friendly name
  101493. */
  101494. getSimpleName(): string;
  101495. }
  101496. }
  101497. declare module BABYLON {
  101498. /**
  101499. * Default Inputs manager for the ArcRotateCamera.
  101500. * It groups all the default supported inputs for ease of use.
  101501. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101502. */
  101503. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101504. /**
  101505. * Instantiates a new ArcRotateCameraInputsManager.
  101506. * @param camera Defines the camera the inputs belong to
  101507. */
  101508. constructor(camera: ArcRotateCamera);
  101509. /**
  101510. * Add mouse wheel input support to the input manager.
  101511. * @returns the current input manager
  101512. */
  101513. addMouseWheel(): ArcRotateCameraInputsManager;
  101514. /**
  101515. * Add pointers input support to the input manager.
  101516. * @returns the current input manager
  101517. */
  101518. addPointers(): ArcRotateCameraInputsManager;
  101519. /**
  101520. * Add keyboard input support to the input manager.
  101521. * @returns the current input manager
  101522. */
  101523. addKeyboard(): ArcRotateCameraInputsManager;
  101524. }
  101525. }
  101526. declare module BABYLON {
  101527. /**
  101528. * This represents an orbital type of camera.
  101529. *
  101530. * 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.
  101531. * 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.
  101532. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101533. */
  101534. export class ArcRotateCamera extends TargetCamera {
  101535. /**
  101536. * Defines the rotation angle of the camera along the longitudinal axis.
  101537. */
  101538. alpha: number;
  101539. /**
  101540. * Defines the rotation angle of the camera along the latitudinal axis.
  101541. */
  101542. beta: number;
  101543. /**
  101544. * Defines the radius of the camera from it s target point.
  101545. */
  101546. radius: number;
  101547. protected _target: Vector3;
  101548. protected _targetHost: Nullable<AbstractMesh>;
  101549. /**
  101550. * Defines the target point of the camera.
  101551. * The camera looks towards it form the radius distance.
  101552. */
  101553. target: Vector3;
  101554. /**
  101555. * Define the current local position of the camera in the scene
  101556. */
  101557. position: Vector3;
  101558. protected _upVector: Vector3;
  101559. protected _upToYMatrix: Matrix;
  101560. protected _YToUpMatrix: Matrix;
  101561. /**
  101562. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101563. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101564. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101565. */
  101566. upVector: Vector3;
  101567. /**
  101568. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101569. */
  101570. setMatUp(): void;
  101571. /**
  101572. * Current inertia value on the longitudinal axis.
  101573. * The bigger this number the longer it will take for the camera to stop.
  101574. */
  101575. inertialAlphaOffset: number;
  101576. /**
  101577. * Current inertia value on the latitudinal axis.
  101578. * The bigger this number the longer it will take for the camera to stop.
  101579. */
  101580. inertialBetaOffset: number;
  101581. /**
  101582. * Current inertia value on the radius axis.
  101583. * The bigger this number the longer it will take for the camera to stop.
  101584. */
  101585. inertialRadiusOffset: number;
  101586. /**
  101587. * Minimum allowed angle on the longitudinal axis.
  101588. * This can help limiting how the Camera is able to move in the scene.
  101589. */
  101590. lowerAlphaLimit: Nullable<number>;
  101591. /**
  101592. * Maximum allowed angle on the longitudinal axis.
  101593. * This can help limiting how the Camera is able to move in the scene.
  101594. */
  101595. upperAlphaLimit: Nullable<number>;
  101596. /**
  101597. * Minimum allowed angle on the latitudinal axis.
  101598. * This can help limiting how the Camera is able to move in the scene.
  101599. */
  101600. lowerBetaLimit: number;
  101601. /**
  101602. * Maximum allowed angle on the latitudinal axis.
  101603. * This can help limiting how the Camera is able to move in the scene.
  101604. */
  101605. upperBetaLimit: number;
  101606. /**
  101607. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101608. * This can help limiting how the Camera is able to move in the scene.
  101609. */
  101610. lowerRadiusLimit: Nullable<number>;
  101611. /**
  101612. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101613. * This can help limiting how the Camera is able to move in the scene.
  101614. */
  101615. upperRadiusLimit: Nullable<number>;
  101616. /**
  101617. * Defines the current inertia value used during panning of the camera along the X axis.
  101618. */
  101619. inertialPanningX: number;
  101620. /**
  101621. * Defines the current inertia value used during panning of the camera along the Y axis.
  101622. */
  101623. inertialPanningY: number;
  101624. /**
  101625. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101626. * Basically if your fingers moves away from more than this distance you will be considered
  101627. * in pinch mode.
  101628. */
  101629. pinchToPanMaxDistance: number;
  101630. /**
  101631. * Defines the maximum distance the camera can pan.
  101632. * This could help keeping the cammera always in your scene.
  101633. */
  101634. panningDistanceLimit: Nullable<number>;
  101635. /**
  101636. * Defines the target of the camera before paning.
  101637. */
  101638. panningOriginTarget: Vector3;
  101639. /**
  101640. * Defines the value of the inertia used during panning.
  101641. * 0 would mean stop inertia and one would mean no decelleration at all.
  101642. */
  101643. panningInertia: number;
  101644. /**
  101645. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101646. */
  101647. angularSensibilityX: number;
  101648. /**
  101649. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101650. */
  101651. angularSensibilityY: number;
  101652. /**
  101653. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101654. */
  101655. pinchPrecision: number;
  101656. /**
  101657. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101658. * It will be used instead of pinchDeltaPrecision if different from 0.
  101659. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101660. */
  101661. pinchDeltaPercentage: number;
  101662. /**
  101663. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101664. */
  101665. panningSensibility: number;
  101666. /**
  101667. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101668. */
  101669. keysUp: number[];
  101670. /**
  101671. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101672. */
  101673. keysDown: number[];
  101674. /**
  101675. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101676. */
  101677. keysLeft: number[];
  101678. /**
  101679. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101680. */
  101681. keysRight: number[];
  101682. /**
  101683. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101684. */
  101685. wheelPrecision: number;
  101686. /**
  101687. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101688. * It will be used instead of pinchDeltaPrecision if different from 0.
  101689. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101690. */
  101691. wheelDeltaPercentage: number;
  101692. /**
  101693. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101694. */
  101695. zoomOnFactor: number;
  101696. /**
  101697. * Defines a screen offset for the camera position.
  101698. */
  101699. targetScreenOffset: Vector2;
  101700. /**
  101701. * Allows the camera to be completely reversed.
  101702. * If false the camera can not arrive upside down.
  101703. */
  101704. allowUpsideDown: boolean;
  101705. /**
  101706. * Define if double tap/click is used to restore the previously saved state of the camera.
  101707. */
  101708. useInputToRestoreState: boolean;
  101709. /** @hidden */
  101710. _viewMatrix: Matrix;
  101711. /** @hidden */
  101712. _useCtrlForPanning: boolean;
  101713. /** @hidden */
  101714. _panningMouseButton: number;
  101715. /**
  101716. * Defines the input associated to the camera.
  101717. */
  101718. inputs: ArcRotateCameraInputsManager;
  101719. /** @hidden */
  101720. _reset: () => void;
  101721. /**
  101722. * Defines the allowed panning axis.
  101723. */
  101724. panningAxis: Vector3;
  101725. protected _localDirection: Vector3;
  101726. protected _transformedDirection: Vector3;
  101727. private _bouncingBehavior;
  101728. /**
  101729. * Gets the bouncing behavior of the camera if it has been enabled.
  101730. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101731. */
  101732. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101733. /**
  101734. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101735. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101736. */
  101737. useBouncingBehavior: boolean;
  101738. private _framingBehavior;
  101739. /**
  101740. * Gets the framing behavior of the camera if it has been enabled.
  101741. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101742. */
  101743. readonly framingBehavior: Nullable<FramingBehavior>;
  101744. /**
  101745. * Defines if the framing behavior of the camera is enabled on the camera.
  101746. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101747. */
  101748. useFramingBehavior: boolean;
  101749. private _autoRotationBehavior;
  101750. /**
  101751. * Gets the auto rotation behavior of the camera if it has been enabled.
  101752. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101753. */
  101754. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101755. /**
  101756. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101757. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101758. */
  101759. useAutoRotationBehavior: boolean;
  101760. /**
  101761. * Observable triggered when the mesh target has been changed on the camera.
  101762. */
  101763. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101764. /**
  101765. * Event raised when the camera is colliding with a mesh.
  101766. */
  101767. onCollide: (collidedMesh: AbstractMesh) => void;
  101768. /**
  101769. * Defines whether the camera should check collision with the objects oh the scene.
  101770. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101771. */
  101772. checkCollisions: boolean;
  101773. /**
  101774. * Defines the collision radius of the camera.
  101775. * This simulates a sphere around the camera.
  101776. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101777. */
  101778. collisionRadius: Vector3;
  101779. protected _collider: Collider;
  101780. protected _previousPosition: Vector3;
  101781. protected _collisionVelocity: Vector3;
  101782. protected _newPosition: Vector3;
  101783. protected _previousAlpha: number;
  101784. protected _previousBeta: number;
  101785. protected _previousRadius: number;
  101786. protected _collisionTriggered: boolean;
  101787. protected _targetBoundingCenter: Nullable<Vector3>;
  101788. private _computationVector;
  101789. /**
  101790. * Instantiates a new ArcRotateCamera in a given scene
  101791. * @param name Defines the name of the camera
  101792. * @param alpha Defines the camera rotation along the logitudinal axis
  101793. * @param beta Defines the camera rotation along the latitudinal axis
  101794. * @param radius Defines the camera distance from its target
  101795. * @param target Defines the camera target
  101796. * @param scene Defines the scene the camera belongs to
  101797. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101798. */
  101799. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101800. /** @hidden */
  101801. _initCache(): void;
  101802. /** @hidden */
  101803. _updateCache(ignoreParentClass?: boolean): void;
  101804. protected _getTargetPosition(): Vector3;
  101805. private _storedAlpha;
  101806. private _storedBeta;
  101807. private _storedRadius;
  101808. private _storedTarget;
  101809. private _storedTargetScreenOffset;
  101810. /**
  101811. * Stores the current state of the camera (alpha, beta, radius and target)
  101812. * @returns the camera itself
  101813. */
  101814. storeState(): Camera;
  101815. /**
  101816. * @hidden
  101817. * Restored camera state. You must call storeState() first
  101818. */
  101819. _restoreStateValues(): boolean;
  101820. /** @hidden */
  101821. _isSynchronizedViewMatrix(): boolean;
  101822. /**
  101823. * Attached controls to the current camera.
  101824. * @param element Defines the element the controls should be listened from
  101825. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101826. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101827. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101828. */
  101829. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101830. /**
  101831. * Detach the current controls from the camera.
  101832. * The camera will stop reacting to inputs.
  101833. * @param element Defines the element to stop listening the inputs from
  101834. */
  101835. detachControl(element: HTMLElement): void;
  101836. /** @hidden */
  101837. _checkInputs(): void;
  101838. protected _checkLimits(): void;
  101839. /**
  101840. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101841. */
  101842. rebuildAnglesAndRadius(): void;
  101843. /**
  101844. * Use a position to define the current camera related information like aplha, beta and radius
  101845. * @param position Defines the position to set the camera at
  101846. */
  101847. setPosition(position: Vector3): void;
  101848. /**
  101849. * Defines the target the camera should look at.
  101850. * This will automatically adapt alpha beta and radius to fit within the new target.
  101851. * @param target Defines the new target as a Vector or a mesh
  101852. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101853. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101854. */
  101855. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101856. /** @hidden */
  101857. _getViewMatrix(): Matrix;
  101858. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101859. /**
  101860. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101861. * @param meshes Defines the mesh to zoom on
  101862. * @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)
  101863. */
  101864. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101865. /**
  101866. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101867. * The target will be changed but the radius
  101868. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101869. * @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)
  101870. */
  101871. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101872. min: Vector3;
  101873. max: Vector3;
  101874. distance: number;
  101875. }, doNotUpdateMaxZ?: boolean): void;
  101876. /**
  101877. * @override
  101878. * Override Camera.createRigCamera
  101879. */
  101880. createRigCamera(name: string, cameraIndex: number): Camera;
  101881. /**
  101882. * @hidden
  101883. * @override
  101884. * Override Camera._updateRigCameras
  101885. */
  101886. _updateRigCameras(): void;
  101887. /**
  101888. * Destroy the camera and release the current resources hold by it.
  101889. */
  101890. dispose(): void;
  101891. /**
  101892. * Gets the current object class name.
  101893. * @return the class name
  101894. */
  101895. getClassName(): string;
  101896. }
  101897. }
  101898. declare module BABYLON {
  101899. /**
  101900. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101901. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101902. */
  101903. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101904. /**
  101905. * Gets the name of the behavior.
  101906. */
  101907. readonly name: string;
  101908. private _zoomStopsAnimation;
  101909. private _idleRotationSpeed;
  101910. private _idleRotationWaitTime;
  101911. private _idleRotationSpinupTime;
  101912. /**
  101913. * Sets the flag that indicates if user zooming should stop animation.
  101914. */
  101915. /**
  101916. * Gets the flag that indicates if user zooming should stop animation.
  101917. */
  101918. zoomStopsAnimation: boolean;
  101919. /**
  101920. * Sets the default speed at which the camera rotates around the model.
  101921. */
  101922. /**
  101923. * Gets the default speed at which the camera rotates around the model.
  101924. */
  101925. idleRotationSpeed: number;
  101926. /**
  101927. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101928. */
  101929. /**
  101930. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101931. */
  101932. idleRotationWaitTime: number;
  101933. /**
  101934. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101935. */
  101936. /**
  101937. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101938. */
  101939. idleRotationSpinupTime: number;
  101940. /**
  101941. * Gets a value indicating if the camera is currently rotating because of this behavior
  101942. */
  101943. readonly rotationInProgress: boolean;
  101944. private _onPrePointerObservableObserver;
  101945. private _onAfterCheckInputsObserver;
  101946. private _attachedCamera;
  101947. private _isPointerDown;
  101948. private _lastFrameTime;
  101949. private _lastInteractionTime;
  101950. private _cameraRotationSpeed;
  101951. /**
  101952. * Initializes the behavior.
  101953. */
  101954. init(): void;
  101955. /**
  101956. * Attaches the behavior to its arc rotate camera.
  101957. * @param camera Defines the camera to attach the behavior to
  101958. */
  101959. attach(camera: ArcRotateCamera): void;
  101960. /**
  101961. * Detaches the behavior from its current arc rotate camera.
  101962. */
  101963. detach(): void;
  101964. /**
  101965. * Returns true if user is scrolling.
  101966. * @return true if user is scrolling.
  101967. */
  101968. private _userIsZooming;
  101969. private _lastFrameRadius;
  101970. private _shouldAnimationStopForInteraction;
  101971. /**
  101972. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101973. */
  101974. private _applyUserInteraction;
  101975. private _userIsMoving;
  101976. }
  101977. }
  101978. declare module BABYLON {
  101979. /**
  101980. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101981. */
  101982. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101983. private ui;
  101984. /**
  101985. * The name of the behavior
  101986. */
  101987. name: string;
  101988. /**
  101989. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101990. */
  101991. distanceAwayFromFace: number;
  101992. /**
  101993. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101994. */
  101995. distanceAwayFromBottomOfFace: number;
  101996. private _faceVectors;
  101997. private _target;
  101998. private _scene;
  101999. private _onRenderObserver;
  102000. private _tmpMatrix;
  102001. private _tmpVector;
  102002. /**
  102003. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102004. * @param ui The transform node that should be attched to the mesh
  102005. */
  102006. constructor(ui: TransformNode);
  102007. /**
  102008. * Initializes the behavior
  102009. */
  102010. init(): void;
  102011. private _closestFace;
  102012. private _zeroVector;
  102013. private _lookAtTmpMatrix;
  102014. private _lookAtToRef;
  102015. /**
  102016. * Attaches the AttachToBoxBehavior to the passed in mesh
  102017. * @param target The mesh that the specified node will be attached to
  102018. */
  102019. attach(target: Mesh): void;
  102020. /**
  102021. * Detaches the behavior from the mesh
  102022. */
  102023. detach(): void;
  102024. }
  102025. }
  102026. declare module BABYLON {
  102027. /**
  102028. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102029. */
  102030. export class FadeInOutBehavior implements Behavior<Mesh> {
  102031. /**
  102032. * Time in milliseconds to delay before fading in (Default: 0)
  102033. */
  102034. delay: number;
  102035. /**
  102036. * Time in milliseconds for the mesh to fade in (Default: 300)
  102037. */
  102038. fadeInTime: number;
  102039. private _millisecondsPerFrame;
  102040. private _hovered;
  102041. private _hoverValue;
  102042. private _ownerNode;
  102043. /**
  102044. * Instatiates the FadeInOutBehavior
  102045. */
  102046. constructor();
  102047. /**
  102048. * The name of the behavior
  102049. */
  102050. readonly name: string;
  102051. /**
  102052. * Initializes the behavior
  102053. */
  102054. init(): void;
  102055. /**
  102056. * Attaches the fade behavior on the passed in mesh
  102057. * @param ownerNode The mesh that will be faded in/out once attached
  102058. */
  102059. attach(ownerNode: Mesh): void;
  102060. /**
  102061. * Detaches the behavior from the mesh
  102062. */
  102063. detach(): void;
  102064. /**
  102065. * Triggers the mesh to begin fading in or out
  102066. * @param value if the object should fade in or out (true to fade in)
  102067. */
  102068. fadeIn(value: boolean): void;
  102069. private _update;
  102070. private _setAllVisibility;
  102071. }
  102072. }
  102073. declare module BABYLON {
  102074. /**
  102075. * Class containing a set of static utilities functions for managing Pivots
  102076. * @hidden
  102077. */
  102078. export class PivotTools {
  102079. private static _PivotCached;
  102080. private static _OldPivotPoint;
  102081. private static _PivotTranslation;
  102082. private static _PivotTmpVector;
  102083. /** @hidden */
  102084. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102085. /** @hidden */
  102086. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102087. }
  102088. }
  102089. declare module BABYLON {
  102090. /**
  102091. * Class containing static functions to help procedurally build meshes
  102092. */
  102093. export class PlaneBuilder {
  102094. /**
  102095. * Creates a plane mesh
  102096. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102097. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102098. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102099. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102100. * * If you create a double-sided mesh, you can choose what parts of 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
  102101. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102102. * @param name defines the name of the mesh
  102103. * @param options defines the options used to create the mesh
  102104. * @param scene defines the hosting scene
  102105. * @returns the plane mesh
  102106. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102107. */
  102108. static CreatePlane(name: string, options: {
  102109. size?: number;
  102110. width?: number;
  102111. height?: number;
  102112. sideOrientation?: number;
  102113. frontUVs?: Vector4;
  102114. backUVs?: Vector4;
  102115. updatable?: boolean;
  102116. sourcePlane?: Plane;
  102117. }, scene?: Nullable<Scene>): Mesh;
  102118. }
  102119. }
  102120. declare module BABYLON {
  102121. /**
  102122. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102123. */
  102124. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102125. private static _AnyMouseID;
  102126. /**
  102127. * Abstract mesh the behavior is set on
  102128. */
  102129. attachedNode: AbstractMesh;
  102130. private _dragPlane;
  102131. private _scene;
  102132. private _pointerObserver;
  102133. private _beforeRenderObserver;
  102134. private static _planeScene;
  102135. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102136. /**
  102137. * 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)
  102138. */
  102139. maxDragAngle: number;
  102140. /**
  102141. * @hidden
  102142. */
  102143. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102144. /**
  102145. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102146. */
  102147. currentDraggingPointerID: number;
  102148. /**
  102149. * The last position where the pointer hit the drag plane in world space
  102150. */
  102151. lastDragPosition: Vector3;
  102152. /**
  102153. * If the behavior is currently in a dragging state
  102154. */
  102155. dragging: boolean;
  102156. /**
  102157. * 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)
  102158. */
  102159. dragDeltaRatio: number;
  102160. /**
  102161. * If the drag plane orientation should be updated during the dragging (Default: true)
  102162. */
  102163. updateDragPlane: boolean;
  102164. private _debugMode;
  102165. private _moving;
  102166. /**
  102167. * Fires each time the attached mesh is dragged with the pointer
  102168. * * delta between last drag position and current drag position in world space
  102169. * * dragDistance along the drag axis
  102170. * * dragPlaneNormal normal of the current drag plane used during the drag
  102171. * * dragPlanePoint in world space where the drag intersects the drag plane
  102172. */
  102173. onDragObservable: Observable<{
  102174. delta: Vector3;
  102175. dragPlanePoint: Vector3;
  102176. dragPlaneNormal: Vector3;
  102177. dragDistance: number;
  102178. pointerId: number;
  102179. }>;
  102180. /**
  102181. * Fires each time a drag begins (eg. mouse down on mesh)
  102182. */
  102183. onDragStartObservable: Observable<{
  102184. dragPlanePoint: Vector3;
  102185. pointerId: number;
  102186. }>;
  102187. /**
  102188. * Fires each time a drag ends (eg. mouse release after drag)
  102189. */
  102190. onDragEndObservable: Observable<{
  102191. dragPlanePoint: Vector3;
  102192. pointerId: number;
  102193. }>;
  102194. /**
  102195. * If the attached mesh should be moved when dragged
  102196. */
  102197. moveAttached: boolean;
  102198. /**
  102199. * If the drag behavior will react to drag events (Default: true)
  102200. */
  102201. enabled: boolean;
  102202. /**
  102203. * If pointer events should start and release the drag (Default: true)
  102204. */
  102205. startAndReleaseDragOnPointerEvents: boolean;
  102206. /**
  102207. * If camera controls should be detached during the drag
  102208. */
  102209. detachCameraControls: boolean;
  102210. /**
  102211. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102212. */
  102213. useObjectOrienationForDragging: boolean;
  102214. private _options;
  102215. /**
  102216. * Creates a pointer drag behavior that can be attached to a mesh
  102217. * @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)
  102218. */
  102219. constructor(options?: {
  102220. dragAxis?: Vector3;
  102221. dragPlaneNormal?: Vector3;
  102222. });
  102223. /**
  102224. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102225. */
  102226. validateDrag: (targetPosition: Vector3) => boolean;
  102227. /**
  102228. * The name of the behavior
  102229. */
  102230. readonly name: string;
  102231. /**
  102232. * Initializes the behavior
  102233. */
  102234. init(): void;
  102235. private _tmpVector;
  102236. private _alternatePickedPoint;
  102237. private _worldDragAxis;
  102238. private _targetPosition;
  102239. private _attachedElement;
  102240. /**
  102241. * Attaches the drag behavior the passed in mesh
  102242. * @param ownerNode The mesh that will be dragged around once attached
  102243. * @param predicate Predicate to use for pick filtering
  102244. */
  102245. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102246. /**
  102247. * Force relase the drag action by code.
  102248. */
  102249. releaseDrag(): void;
  102250. private _startDragRay;
  102251. private _lastPointerRay;
  102252. /**
  102253. * Simulates the start of a pointer drag event on the behavior
  102254. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102255. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102256. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102257. */
  102258. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102259. private _startDrag;
  102260. private _dragDelta;
  102261. private _moveDrag;
  102262. private _pickWithRayOnDragPlane;
  102263. private _pointA;
  102264. private _pointB;
  102265. private _pointC;
  102266. private _lineA;
  102267. private _lineB;
  102268. private _localAxis;
  102269. private _lookAt;
  102270. private _updateDragPlanePosition;
  102271. /**
  102272. * Detaches the behavior from the mesh
  102273. */
  102274. detach(): void;
  102275. }
  102276. }
  102277. declare module BABYLON {
  102278. /**
  102279. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102280. */
  102281. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102282. private _dragBehaviorA;
  102283. private _dragBehaviorB;
  102284. private _startDistance;
  102285. private _initialScale;
  102286. private _targetScale;
  102287. private _ownerNode;
  102288. private _sceneRenderObserver;
  102289. /**
  102290. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102291. */
  102292. constructor();
  102293. /**
  102294. * The name of the behavior
  102295. */
  102296. readonly name: string;
  102297. /**
  102298. * Initializes the behavior
  102299. */
  102300. init(): void;
  102301. private _getCurrentDistance;
  102302. /**
  102303. * Attaches the scale behavior the passed in mesh
  102304. * @param ownerNode The mesh that will be scaled around once attached
  102305. */
  102306. attach(ownerNode: Mesh): void;
  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 dragged around based on directions and origin of the pointer's ray
  102316. */
  102317. export class SixDofDragBehavior implements Behavior<Mesh> {
  102318. private static _virtualScene;
  102319. private _ownerNode;
  102320. private _sceneRenderObserver;
  102321. private _scene;
  102322. private _targetPosition;
  102323. private _virtualOriginMesh;
  102324. private _virtualDragMesh;
  102325. private _pointerObserver;
  102326. private _moving;
  102327. private _startingOrientation;
  102328. /**
  102329. * 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)
  102330. */
  102331. private zDragFactor;
  102332. /**
  102333. * If the object should rotate to face the drag origin
  102334. */
  102335. rotateDraggedObject: boolean;
  102336. /**
  102337. * If the behavior is currently in a dragging state
  102338. */
  102339. dragging: boolean;
  102340. /**
  102341. * 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)
  102342. */
  102343. dragDeltaRatio: number;
  102344. /**
  102345. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102346. */
  102347. currentDraggingPointerID: number;
  102348. /**
  102349. * If camera controls should be detached during the drag
  102350. */
  102351. detachCameraControls: boolean;
  102352. /**
  102353. * Fires each time a drag starts
  102354. */
  102355. onDragStartObservable: Observable<{}>;
  102356. /**
  102357. * Fires each time a drag ends (eg. mouse release after drag)
  102358. */
  102359. onDragEndObservable: Observable<{}>;
  102360. /**
  102361. * 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
  102362. */
  102363. constructor();
  102364. /**
  102365. * The name of the behavior
  102366. */
  102367. readonly name: string;
  102368. /**
  102369. * Initializes the behavior
  102370. */
  102371. init(): void;
  102372. /**
  102373. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102374. */
  102375. private readonly _pointerCamera;
  102376. /**
  102377. * Attaches the scale behavior the passed in mesh
  102378. * @param ownerNode The mesh that will be scaled around once attached
  102379. */
  102380. attach(ownerNode: Mesh): void;
  102381. /**
  102382. * Detaches the behavior from the mesh
  102383. */
  102384. detach(): void;
  102385. }
  102386. }
  102387. declare module BABYLON {
  102388. /**
  102389. * Class used to apply inverse kinematics to bones
  102390. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102391. */
  102392. export class BoneIKController {
  102393. private static _tmpVecs;
  102394. private static _tmpQuat;
  102395. private static _tmpMats;
  102396. /**
  102397. * Gets or sets the target mesh
  102398. */
  102399. targetMesh: AbstractMesh;
  102400. /** Gets or sets the mesh used as pole */
  102401. poleTargetMesh: AbstractMesh;
  102402. /**
  102403. * Gets or sets the bone used as pole
  102404. */
  102405. poleTargetBone: Nullable<Bone>;
  102406. /**
  102407. * Gets or sets the target position
  102408. */
  102409. targetPosition: Vector3;
  102410. /**
  102411. * Gets or sets the pole target position
  102412. */
  102413. poleTargetPosition: Vector3;
  102414. /**
  102415. * Gets or sets the pole target local offset
  102416. */
  102417. poleTargetLocalOffset: Vector3;
  102418. /**
  102419. * Gets or sets the pole angle
  102420. */
  102421. poleAngle: number;
  102422. /**
  102423. * Gets or sets the mesh associated with the controller
  102424. */
  102425. mesh: AbstractMesh;
  102426. /**
  102427. * 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)
  102428. */
  102429. slerpAmount: number;
  102430. private _bone1Quat;
  102431. private _bone1Mat;
  102432. private _bone2Ang;
  102433. private _bone1;
  102434. private _bone2;
  102435. private _bone1Length;
  102436. private _bone2Length;
  102437. private _maxAngle;
  102438. private _maxReach;
  102439. private _rightHandedSystem;
  102440. private _bendAxis;
  102441. private _slerping;
  102442. private _adjustRoll;
  102443. /**
  102444. * Gets or sets maximum allowed angle
  102445. */
  102446. maxAngle: number;
  102447. /**
  102448. * Creates a new BoneIKController
  102449. * @param mesh defines the mesh to control
  102450. * @param bone defines the bone to control
  102451. * @param options defines options to set up the controller
  102452. */
  102453. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102454. targetMesh?: AbstractMesh;
  102455. poleTargetMesh?: AbstractMesh;
  102456. poleTargetBone?: Bone;
  102457. poleTargetLocalOffset?: Vector3;
  102458. poleAngle?: number;
  102459. bendAxis?: Vector3;
  102460. maxAngle?: number;
  102461. slerpAmount?: number;
  102462. });
  102463. private _setMaxAngle;
  102464. /**
  102465. * Force the controller to update the bones
  102466. */
  102467. update(): void;
  102468. }
  102469. }
  102470. declare module BABYLON {
  102471. /**
  102472. * Class used to make a bone look toward a point in space
  102473. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102474. */
  102475. export class BoneLookController {
  102476. private static _tmpVecs;
  102477. private static _tmpQuat;
  102478. private static _tmpMats;
  102479. /**
  102480. * The target Vector3 that the bone will look at
  102481. */
  102482. target: Vector3;
  102483. /**
  102484. * The mesh that the bone is attached to
  102485. */
  102486. mesh: AbstractMesh;
  102487. /**
  102488. * The bone that will be looking to the target
  102489. */
  102490. bone: Bone;
  102491. /**
  102492. * The up axis of the coordinate system that is used when the bone is rotated
  102493. */
  102494. upAxis: Vector3;
  102495. /**
  102496. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102497. */
  102498. upAxisSpace: Space;
  102499. /**
  102500. * Used to make an adjustment to the yaw of the bone
  102501. */
  102502. adjustYaw: number;
  102503. /**
  102504. * Used to make an adjustment to the pitch of the bone
  102505. */
  102506. adjustPitch: number;
  102507. /**
  102508. * Used to make an adjustment to the roll of the bone
  102509. */
  102510. adjustRoll: number;
  102511. /**
  102512. * 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)
  102513. */
  102514. slerpAmount: number;
  102515. private _minYaw;
  102516. private _maxYaw;
  102517. private _minPitch;
  102518. private _maxPitch;
  102519. private _minYawSin;
  102520. private _minYawCos;
  102521. private _maxYawSin;
  102522. private _maxYawCos;
  102523. private _midYawConstraint;
  102524. private _minPitchTan;
  102525. private _maxPitchTan;
  102526. private _boneQuat;
  102527. private _slerping;
  102528. private _transformYawPitch;
  102529. private _transformYawPitchInv;
  102530. private _firstFrameSkipped;
  102531. private _yawRange;
  102532. private _fowardAxis;
  102533. /**
  102534. * Gets or sets the minimum yaw angle that the bone can look to
  102535. */
  102536. minYaw: number;
  102537. /**
  102538. * Gets or sets the maximum yaw angle that the bone can look to
  102539. */
  102540. maxYaw: number;
  102541. /**
  102542. * Gets or sets the minimum pitch angle that the bone can look to
  102543. */
  102544. minPitch: number;
  102545. /**
  102546. * Gets or sets the maximum pitch angle that the bone can look to
  102547. */
  102548. maxPitch: number;
  102549. /**
  102550. * Create a BoneLookController
  102551. * @param mesh the mesh that the bone belongs to
  102552. * @param bone the bone that will be looking to the target
  102553. * @param target the target Vector3 to look at
  102554. * @param options optional settings:
  102555. * * maxYaw: the maximum angle the bone will yaw to
  102556. * * minYaw: the minimum angle the bone will yaw to
  102557. * * maxPitch: the maximum angle the bone will pitch to
  102558. * * minPitch: the minimum angle the bone will yaw to
  102559. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102560. * * upAxis: the up axis of the coordinate system
  102561. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102562. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102563. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102564. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102565. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102566. * * adjustRoll: used to make an adjustment to the roll of the bone
  102567. **/
  102568. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102569. maxYaw?: number;
  102570. minYaw?: number;
  102571. maxPitch?: number;
  102572. minPitch?: number;
  102573. slerpAmount?: number;
  102574. upAxis?: Vector3;
  102575. upAxisSpace?: Space;
  102576. yawAxis?: Vector3;
  102577. pitchAxis?: Vector3;
  102578. adjustYaw?: number;
  102579. adjustPitch?: number;
  102580. adjustRoll?: number;
  102581. });
  102582. /**
  102583. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102584. */
  102585. update(): void;
  102586. private _getAngleDiff;
  102587. private _getAngleBetween;
  102588. private _isAngleBetween;
  102589. }
  102590. }
  102591. declare module BABYLON {
  102592. /**
  102593. * Manage the gamepad inputs to control an arc rotate camera.
  102594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102595. */
  102596. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102597. /**
  102598. * Defines the camera the input is attached to.
  102599. */
  102600. camera: ArcRotateCamera;
  102601. /**
  102602. * Defines the gamepad the input is gathering event from.
  102603. */
  102604. gamepad: Nullable<Gamepad>;
  102605. /**
  102606. * Defines the gamepad rotation sensiblity.
  102607. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102608. */
  102609. gamepadRotationSensibility: number;
  102610. /**
  102611. * Defines the gamepad move sensiblity.
  102612. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102613. */
  102614. gamepadMoveSensibility: number;
  102615. private _onGamepadConnectedObserver;
  102616. private _onGamepadDisconnectedObserver;
  102617. /**
  102618. * Attach the input controls to a specific dom element to get the input from.
  102619. * @param element Defines the element the controls should be listened from
  102620. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102621. */
  102622. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102623. /**
  102624. * Detach the current controls from the specified dom element.
  102625. * @param element Defines the element to stop listening the inputs from
  102626. */
  102627. detachControl(element: Nullable<HTMLElement>): void;
  102628. /**
  102629. * Update the current camera state depending on the inputs that have been used this frame.
  102630. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102631. */
  102632. checkInputs(): void;
  102633. /**
  102634. * Gets the class name of the current intput.
  102635. * @returns the class name
  102636. */
  102637. getClassName(): string;
  102638. /**
  102639. * Get the friendly name associated with the input class.
  102640. * @returns the input friendly name
  102641. */
  102642. getSimpleName(): string;
  102643. }
  102644. }
  102645. declare module BABYLON {
  102646. interface ArcRotateCameraInputsManager {
  102647. /**
  102648. * Add orientation input support to the input manager.
  102649. * @returns the current input manager
  102650. */
  102651. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102652. }
  102653. /**
  102654. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102655. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102656. */
  102657. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102658. /**
  102659. * Defines the camera the input is attached to.
  102660. */
  102661. camera: ArcRotateCamera;
  102662. /**
  102663. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102664. */
  102665. alphaCorrection: number;
  102666. /**
  102667. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102668. */
  102669. gammaCorrection: number;
  102670. private _alpha;
  102671. private _gamma;
  102672. private _dirty;
  102673. private _deviceOrientationHandler;
  102674. /**
  102675. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102676. */
  102677. constructor();
  102678. /**
  102679. * Attach the input controls to a specific dom element to get the input from.
  102680. * @param element Defines the element the controls should be listened from
  102681. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102682. */
  102683. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102684. /** @hidden */
  102685. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102686. /**
  102687. * Update the current camera state depending on the inputs that have been used this frame.
  102688. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102689. */
  102690. checkInputs(): void;
  102691. /**
  102692. * Detach the current controls from the specified dom element.
  102693. * @param element Defines the element to stop listening the inputs from
  102694. */
  102695. detachControl(element: Nullable<HTMLElement>): void;
  102696. /**
  102697. * Gets the class name of the current intput.
  102698. * @returns the class name
  102699. */
  102700. getClassName(): string;
  102701. /**
  102702. * Get the friendly name associated with the input class.
  102703. * @returns the input friendly name
  102704. */
  102705. getSimpleName(): string;
  102706. }
  102707. }
  102708. declare module BABYLON {
  102709. /**
  102710. * Listen to mouse events to control the camera.
  102711. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102712. */
  102713. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102714. /**
  102715. * Defines the camera the input is attached to.
  102716. */
  102717. camera: FlyCamera;
  102718. /**
  102719. * Defines if touch is enabled. (Default is true.)
  102720. */
  102721. touchEnabled: boolean;
  102722. /**
  102723. * Defines the buttons associated with the input to handle camera rotation.
  102724. */
  102725. buttons: number[];
  102726. /**
  102727. * Assign buttons for Yaw control.
  102728. */
  102729. buttonsYaw: number[];
  102730. /**
  102731. * Assign buttons for Pitch control.
  102732. */
  102733. buttonsPitch: number[];
  102734. /**
  102735. * Assign buttons for Roll control.
  102736. */
  102737. buttonsRoll: number[];
  102738. /**
  102739. * Detect if any button is being pressed while mouse is moved.
  102740. * -1 = Mouse locked.
  102741. * 0 = Left button.
  102742. * 1 = Middle Button.
  102743. * 2 = Right Button.
  102744. */
  102745. activeButton: number;
  102746. /**
  102747. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102748. * Higher values reduce its sensitivity.
  102749. */
  102750. angularSensibility: number;
  102751. private _mousemoveCallback;
  102752. private _observer;
  102753. private _rollObserver;
  102754. private previousPosition;
  102755. private noPreventDefault;
  102756. private element;
  102757. /**
  102758. * Listen to mouse events to control the camera.
  102759. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102761. */
  102762. constructor(touchEnabled?: boolean);
  102763. /**
  102764. * Attach the mouse control to the HTML DOM element.
  102765. * @param element Defines the element that listens to the input events.
  102766. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102767. */
  102768. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102769. /**
  102770. * Detach the current controls from the specified dom element.
  102771. * @param element Defines the element to stop listening the inputs from
  102772. */
  102773. detachControl(element: Nullable<HTMLElement>): void;
  102774. /**
  102775. * Gets the class name of the current input.
  102776. * @returns the class name.
  102777. */
  102778. getClassName(): string;
  102779. /**
  102780. * Get the friendly name associated with the input class.
  102781. * @returns the input's friendly name.
  102782. */
  102783. getSimpleName(): string;
  102784. private _pointerInput;
  102785. private _onMouseMove;
  102786. /**
  102787. * Rotate camera by mouse offset.
  102788. */
  102789. private rotateCamera;
  102790. }
  102791. }
  102792. declare module BABYLON {
  102793. /**
  102794. * Default Inputs manager for the FlyCamera.
  102795. * It groups all the default supported inputs for ease of use.
  102796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102797. */
  102798. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102799. /**
  102800. * Instantiates a new FlyCameraInputsManager.
  102801. * @param camera Defines the camera the inputs belong to.
  102802. */
  102803. constructor(camera: FlyCamera);
  102804. /**
  102805. * Add keyboard input support to the input manager.
  102806. * @returns the new FlyCameraKeyboardMoveInput().
  102807. */
  102808. addKeyboard(): FlyCameraInputsManager;
  102809. /**
  102810. * Add mouse input support to the input manager.
  102811. * @param touchEnabled Enable touch screen support.
  102812. * @returns the new FlyCameraMouseInput().
  102813. */
  102814. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102815. }
  102816. }
  102817. declare module BABYLON {
  102818. /**
  102819. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102820. * such as in a 3D Space Shooter or a Flight Simulator.
  102821. */
  102822. export class FlyCamera extends TargetCamera {
  102823. /**
  102824. * Define the collision ellipsoid of the camera.
  102825. * This is helpful for simulating a camera body, like a player's body.
  102826. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102827. */
  102828. ellipsoid: Vector3;
  102829. /**
  102830. * Define an offset for the position of the ellipsoid around the camera.
  102831. * This can be helpful if the camera is attached away from the player's body center,
  102832. * such as at its head.
  102833. */
  102834. ellipsoidOffset: Vector3;
  102835. /**
  102836. * Enable or disable collisions of the camera with the rest of the scene objects.
  102837. */
  102838. checkCollisions: boolean;
  102839. /**
  102840. * Enable or disable gravity on the camera.
  102841. */
  102842. applyGravity: boolean;
  102843. /**
  102844. * Define the current direction the camera is moving to.
  102845. */
  102846. cameraDirection: Vector3;
  102847. /**
  102848. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102849. * This overrides and empties cameraRotation.
  102850. */
  102851. rotationQuaternion: Quaternion;
  102852. /**
  102853. * Track Roll to maintain the wanted Rolling when looking around.
  102854. */
  102855. _trackRoll: number;
  102856. /**
  102857. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102858. */
  102859. rollCorrect: number;
  102860. /**
  102861. * Mimic a banked turn, Rolling the camera when Yawing.
  102862. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102863. */
  102864. bankedTurn: boolean;
  102865. /**
  102866. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102867. */
  102868. bankedTurnLimit: number;
  102869. /**
  102870. * Value of 0 disables the banked Roll.
  102871. * Value of 1 is equal to the Yaw angle in radians.
  102872. */
  102873. bankedTurnMultiplier: number;
  102874. /**
  102875. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102876. */
  102877. inputs: FlyCameraInputsManager;
  102878. /**
  102879. * Gets the input sensibility for mouse input.
  102880. * Higher values reduce sensitivity.
  102881. */
  102882. /**
  102883. * Sets the input sensibility for a mouse input.
  102884. * Higher values reduce sensitivity.
  102885. */
  102886. angularSensibility: number;
  102887. /**
  102888. * Get the keys for camera movement forward.
  102889. */
  102890. /**
  102891. * Set the keys for camera movement forward.
  102892. */
  102893. keysForward: number[];
  102894. /**
  102895. * Get the keys for camera movement backward.
  102896. */
  102897. keysBackward: number[];
  102898. /**
  102899. * Get the keys for camera movement up.
  102900. */
  102901. /**
  102902. * Set the keys for camera movement up.
  102903. */
  102904. keysUp: number[];
  102905. /**
  102906. * Get the keys for camera movement down.
  102907. */
  102908. /**
  102909. * Set the keys for camera movement down.
  102910. */
  102911. keysDown: number[];
  102912. /**
  102913. * Get the keys for camera movement left.
  102914. */
  102915. /**
  102916. * Set the keys for camera movement left.
  102917. */
  102918. keysLeft: number[];
  102919. /**
  102920. * Set the keys for camera movement right.
  102921. */
  102922. /**
  102923. * Set the keys for camera movement right.
  102924. */
  102925. keysRight: number[];
  102926. /**
  102927. * Event raised when the camera collides with a mesh in the scene.
  102928. */
  102929. onCollide: (collidedMesh: AbstractMesh) => void;
  102930. private _collider;
  102931. private _needMoveForGravity;
  102932. private _oldPosition;
  102933. private _diffPosition;
  102934. private _newPosition;
  102935. /** @hidden */
  102936. _localDirection: Vector3;
  102937. /** @hidden */
  102938. _transformedDirection: Vector3;
  102939. /**
  102940. * Instantiates a FlyCamera.
  102941. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102942. * such as in a 3D Space Shooter or a Flight Simulator.
  102943. * @param name Define the name of the camera in the scene.
  102944. * @param position Define the starting position of the camera in the scene.
  102945. * @param scene Define the scene the camera belongs to.
  102946. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102947. */
  102948. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102949. /**
  102950. * Attach a control to the HTML DOM element.
  102951. * @param element Defines the element that listens to the input events.
  102952. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102953. */
  102954. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102955. /**
  102956. * Detach a control from the HTML DOM element.
  102957. * The camera will stop reacting to that input.
  102958. * @param element Defines the element that listens to the input events.
  102959. */
  102960. detachControl(element: HTMLElement): void;
  102961. private _collisionMask;
  102962. /**
  102963. * Get the mask that the camera ignores in collision events.
  102964. */
  102965. /**
  102966. * Set the mask that the camera ignores in collision events.
  102967. */
  102968. collisionMask: number;
  102969. /** @hidden */
  102970. _collideWithWorld(displacement: Vector3): void;
  102971. /** @hidden */
  102972. private _onCollisionPositionChange;
  102973. /** @hidden */
  102974. _checkInputs(): void;
  102975. /** @hidden */
  102976. _decideIfNeedsToMove(): boolean;
  102977. /** @hidden */
  102978. _updatePosition(): void;
  102979. /**
  102980. * Restore the Roll to its target value at the rate specified.
  102981. * @param rate - Higher means slower restoring.
  102982. * @hidden
  102983. */
  102984. restoreRoll(rate: number): void;
  102985. /**
  102986. * Destroy the camera and release the current resources held by it.
  102987. */
  102988. dispose(): void;
  102989. /**
  102990. * Get the current object class name.
  102991. * @returns the class name.
  102992. */
  102993. getClassName(): string;
  102994. }
  102995. }
  102996. declare module BABYLON {
  102997. /**
  102998. * Listen to keyboard events to control the camera.
  102999. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103000. */
  103001. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103002. /**
  103003. * Defines the camera the input is attached to.
  103004. */
  103005. camera: FlyCamera;
  103006. /**
  103007. * The list of keyboard keys used to control the forward move of the camera.
  103008. */
  103009. keysForward: number[];
  103010. /**
  103011. * The list of keyboard keys used to control the backward move of the camera.
  103012. */
  103013. keysBackward: number[];
  103014. /**
  103015. * The list of keyboard keys used to control the forward move of the camera.
  103016. */
  103017. keysUp: number[];
  103018. /**
  103019. * The list of keyboard keys used to control the backward move of the camera.
  103020. */
  103021. keysDown: number[];
  103022. /**
  103023. * The list of keyboard keys used to control the right strafe move of the camera.
  103024. */
  103025. keysRight: number[];
  103026. /**
  103027. * The list of keyboard keys used to control the left strafe move of the camera.
  103028. */
  103029. keysLeft: number[];
  103030. private _keys;
  103031. private _onCanvasBlurObserver;
  103032. private _onKeyboardObserver;
  103033. private _engine;
  103034. private _scene;
  103035. /**
  103036. * Attach the input controls to a specific dom element to get the input from.
  103037. * @param element Defines the element the controls should be listened from
  103038. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103039. */
  103040. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103041. /**
  103042. * Detach the current controls from the specified dom element.
  103043. * @param element Defines the element to stop listening the inputs from
  103044. */
  103045. detachControl(element: Nullable<HTMLElement>): void;
  103046. /**
  103047. * Gets the class name of the current intput.
  103048. * @returns the class name
  103049. */
  103050. getClassName(): string;
  103051. /** @hidden */
  103052. _onLostFocus(e: FocusEvent): void;
  103053. /**
  103054. * Get the friendly name associated with the input class.
  103055. * @returns the input friendly name
  103056. */
  103057. getSimpleName(): string;
  103058. /**
  103059. * Update the current camera state depending on the inputs that have been used this frame.
  103060. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103061. */
  103062. checkInputs(): void;
  103063. }
  103064. }
  103065. declare module BABYLON {
  103066. /**
  103067. * Manage the mouse wheel inputs to control a follow camera.
  103068. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103069. */
  103070. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103071. /**
  103072. * Defines the camera the input is attached to.
  103073. */
  103074. camera: FollowCamera;
  103075. /**
  103076. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103077. */
  103078. axisControlRadius: boolean;
  103079. /**
  103080. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103081. */
  103082. axisControlHeight: boolean;
  103083. /**
  103084. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103085. */
  103086. axisControlRotation: boolean;
  103087. /**
  103088. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103089. * relation to mouseWheel events.
  103090. */
  103091. wheelPrecision: number;
  103092. /**
  103093. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103094. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103095. */
  103096. wheelDeltaPercentage: number;
  103097. private _wheel;
  103098. private _observer;
  103099. /**
  103100. * Attach the input controls to a specific dom element to get the input from.
  103101. * @param element Defines the element the controls should be listened from
  103102. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103103. */
  103104. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103105. /**
  103106. * Detach the current controls from the specified dom element.
  103107. * @param element Defines the element to stop listening the inputs from
  103108. */
  103109. detachControl(element: Nullable<HTMLElement>): void;
  103110. /**
  103111. * Gets the class name of the current intput.
  103112. * @returns the class name
  103113. */
  103114. getClassName(): string;
  103115. /**
  103116. * Get the friendly name associated with the input class.
  103117. * @returns the input friendly name
  103118. */
  103119. getSimpleName(): string;
  103120. }
  103121. }
  103122. declare module BABYLON {
  103123. /**
  103124. * Manage the pointers inputs to control an follow camera.
  103125. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103126. */
  103127. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103128. /**
  103129. * Defines the camera the input is attached to.
  103130. */
  103131. camera: FollowCamera;
  103132. /**
  103133. * Gets the class name of the current input.
  103134. * @returns the class name
  103135. */
  103136. getClassName(): string;
  103137. /**
  103138. * Defines the pointer angular sensibility along the X axis or how fast is
  103139. * the camera rotating.
  103140. * A negative number will reverse the axis direction.
  103141. */
  103142. angularSensibilityX: number;
  103143. /**
  103144. * Defines the pointer angular sensibility along the Y axis or how fast is
  103145. * the camera rotating.
  103146. * A negative number will reverse the axis direction.
  103147. */
  103148. angularSensibilityY: number;
  103149. /**
  103150. * Defines the pointer pinch precision or how fast is the camera zooming.
  103151. * A negative number will reverse the axis direction.
  103152. */
  103153. pinchPrecision: number;
  103154. /**
  103155. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103156. * from 0.
  103157. * It defines the percentage of current camera.radius to use as delta when
  103158. * pinch zoom is used.
  103159. */
  103160. pinchDeltaPercentage: number;
  103161. /**
  103162. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103163. */
  103164. axisXControlRadius: boolean;
  103165. /**
  103166. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103167. */
  103168. axisXControlHeight: boolean;
  103169. /**
  103170. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103171. */
  103172. axisXControlRotation: boolean;
  103173. /**
  103174. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103175. */
  103176. axisYControlRadius: boolean;
  103177. /**
  103178. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103179. */
  103180. axisYControlHeight: boolean;
  103181. /**
  103182. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103183. */
  103184. axisYControlRotation: boolean;
  103185. /**
  103186. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103187. */
  103188. axisPinchControlRadius: boolean;
  103189. /**
  103190. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103191. */
  103192. axisPinchControlHeight: boolean;
  103193. /**
  103194. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103195. */
  103196. axisPinchControlRotation: boolean;
  103197. /**
  103198. * Log error messages if basic misconfiguration has occurred.
  103199. */
  103200. warningEnable: boolean;
  103201. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103202. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103203. private _warningCounter;
  103204. private _warning;
  103205. }
  103206. }
  103207. declare module BABYLON {
  103208. /**
  103209. * Default Inputs manager for the FollowCamera.
  103210. * It groups all the default supported inputs for ease of use.
  103211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103212. */
  103213. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103214. /**
  103215. * Instantiates a new FollowCameraInputsManager.
  103216. * @param camera Defines the camera the inputs belong to
  103217. */
  103218. constructor(camera: FollowCamera);
  103219. /**
  103220. * Add keyboard input support to the input manager.
  103221. * @returns the current input manager
  103222. */
  103223. addKeyboard(): FollowCameraInputsManager;
  103224. /**
  103225. * Add mouse wheel input support to the input manager.
  103226. * @returns the current input manager
  103227. */
  103228. addMouseWheel(): FollowCameraInputsManager;
  103229. /**
  103230. * Add pointers input support to the input manager.
  103231. * @returns the current input manager
  103232. */
  103233. addPointers(): FollowCameraInputsManager;
  103234. /**
  103235. * Add orientation input support to the input manager.
  103236. * @returns the current input manager
  103237. */
  103238. addVRDeviceOrientation(): FollowCameraInputsManager;
  103239. }
  103240. }
  103241. declare module BABYLON {
  103242. /**
  103243. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103244. * an arc rotate version arcFollowCamera are available.
  103245. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103246. */
  103247. export class FollowCamera extends TargetCamera {
  103248. /**
  103249. * Distance the follow camera should follow an object at
  103250. */
  103251. radius: number;
  103252. /**
  103253. * Minimum allowed distance of the camera to the axis of rotation
  103254. * (The camera can not get closer).
  103255. * This can help limiting how the Camera is able to move in the scene.
  103256. */
  103257. lowerRadiusLimit: Nullable<number>;
  103258. /**
  103259. * Maximum allowed distance of the camera to the axis of rotation
  103260. * (The camera can not get further).
  103261. * This can help limiting how the Camera is able to move in the scene.
  103262. */
  103263. upperRadiusLimit: Nullable<number>;
  103264. /**
  103265. * Define a rotation offset between the camera and the object it follows
  103266. */
  103267. rotationOffset: number;
  103268. /**
  103269. * Minimum allowed angle to camera position relative to target object.
  103270. * This can help limiting how the Camera is able to move in the scene.
  103271. */
  103272. lowerRotationOffsetLimit: Nullable<number>;
  103273. /**
  103274. * Maximum allowed angle to camera position relative to target object.
  103275. * This can help limiting how the Camera is able to move in the scene.
  103276. */
  103277. upperRotationOffsetLimit: Nullable<number>;
  103278. /**
  103279. * Define a height offset between the camera and the object it follows.
  103280. * It can help following an object from the top (like a car chaing a plane)
  103281. */
  103282. heightOffset: number;
  103283. /**
  103284. * Minimum allowed height of camera position relative to target object.
  103285. * This can help limiting how the Camera is able to move in the scene.
  103286. */
  103287. lowerHeightOffsetLimit: Nullable<number>;
  103288. /**
  103289. * Maximum allowed height of camera position relative to target object.
  103290. * This can help limiting how the Camera is able to move in the scene.
  103291. */
  103292. upperHeightOffsetLimit: Nullable<number>;
  103293. /**
  103294. * Define how fast the camera can accelerate to follow it s target.
  103295. */
  103296. cameraAcceleration: number;
  103297. /**
  103298. * Define the speed limit of the camera following an object.
  103299. */
  103300. maxCameraSpeed: number;
  103301. /**
  103302. * Define the target of the camera.
  103303. */
  103304. lockedTarget: Nullable<AbstractMesh>;
  103305. /**
  103306. * Defines the input associated with the camera.
  103307. */
  103308. inputs: FollowCameraInputsManager;
  103309. /**
  103310. * Instantiates the follow camera.
  103311. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103312. * @param name Define the name of the camera in the scene
  103313. * @param position Define the position of the camera
  103314. * @param scene Define the scene the camera belong to
  103315. * @param lockedTarget Define the target of the camera
  103316. */
  103317. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103318. private _follow;
  103319. /**
  103320. * Attached controls to the current camera.
  103321. * @param element Defines the element the controls should be listened from
  103322. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103323. */
  103324. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103325. /**
  103326. * Detach the current controls from the camera.
  103327. * The camera will stop reacting to inputs.
  103328. * @param element Defines the element to stop listening the inputs from
  103329. */
  103330. detachControl(element: HTMLElement): void;
  103331. /** @hidden */
  103332. _checkInputs(): void;
  103333. private _checkLimits;
  103334. /**
  103335. * Gets the camera class name.
  103336. * @returns the class name
  103337. */
  103338. getClassName(): string;
  103339. }
  103340. /**
  103341. * Arc Rotate version of the follow camera.
  103342. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103343. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103344. */
  103345. export class ArcFollowCamera extends TargetCamera {
  103346. /** The longitudinal angle of the camera */
  103347. alpha: number;
  103348. /** The latitudinal angle of the camera */
  103349. beta: number;
  103350. /** The radius of the camera from its target */
  103351. radius: number;
  103352. /** Define the camera target (the messh it should follow) */
  103353. target: Nullable<AbstractMesh>;
  103354. private _cartesianCoordinates;
  103355. /**
  103356. * Instantiates a new ArcFollowCamera
  103357. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103358. * @param name Define the name of the camera
  103359. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103360. * @param beta Define the rotation angle of the camera around the elevation axis
  103361. * @param radius Define the radius of the camera from its target point
  103362. * @param target Define the target of the camera
  103363. * @param scene Define the scene the camera belongs to
  103364. */
  103365. constructor(name: string,
  103366. /** The longitudinal angle of the camera */
  103367. alpha: number,
  103368. /** The latitudinal angle of the camera */
  103369. beta: number,
  103370. /** The radius of the camera from its target */
  103371. radius: number,
  103372. /** Define the camera target (the messh it should follow) */
  103373. target: Nullable<AbstractMesh>, scene: Scene);
  103374. private _follow;
  103375. /** @hidden */
  103376. _checkInputs(): void;
  103377. /**
  103378. * Returns the class name of the object.
  103379. * It is mostly used internally for serialization purposes.
  103380. */
  103381. getClassName(): string;
  103382. }
  103383. }
  103384. declare module BABYLON {
  103385. /**
  103386. * Manage the keyboard inputs to control the movement of a follow camera.
  103387. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103388. */
  103389. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103390. /**
  103391. * Defines the camera the input is attached to.
  103392. */
  103393. camera: FollowCamera;
  103394. /**
  103395. * Defines the list of key codes associated with the up action (increase heightOffset)
  103396. */
  103397. keysHeightOffsetIncr: number[];
  103398. /**
  103399. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103400. */
  103401. keysHeightOffsetDecr: number[];
  103402. /**
  103403. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103404. */
  103405. keysHeightOffsetModifierAlt: boolean;
  103406. /**
  103407. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103408. */
  103409. keysHeightOffsetModifierCtrl: boolean;
  103410. /**
  103411. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103412. */
  103413. keysHeightOffsetModifierShift: boolean;
  103414. /**
  103415. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103416. */
  103417. keysRotationOffsetIncr: number[];
  103418. /**
  103419. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103420. */
  103421. keysRotationOffsetDecr: number[];
  103422. /**
  103423. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103424. */
  103425. keysRotationOffsetModifierAlt: boolean;
  103426. /**
  103427. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103428. */
  103429. keysRotationOffsetModifierCtrl: boolean;
  103430. /**
  103431. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103432. */
  103433. keysRotationOffsetModifierShift: boolean;
  103434. /**
  103435. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103436. */
  103437. keysRadiusIncr: number[];
  103438. /**
  103439. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103440. */
  103441. keysRadiusDecr: number[];
  103442. /**
  103443. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103444. */
  103445. keysRadiusModifierAlt: boolean;
  103446. /**
  103447. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103448. */
  103449. keysRadiusModifierCtrl: boolean;
  103450. /**
  103451. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103452. */
  103453. keysRadiusModifierShift: boolean;
  103454. /**
  103455. * Defines the rate of change of heightOffset.
  103456. */
  103457. heightSensibility: number;
  103458. /**
  103459. * Defines the rate of change of rotationOffset.
  103460. */
  103461. rotationSensibility: number;
  103462. /**
  103463. * Defines the rate of change of radius.
  103464. */
  103465. radiusSensibility: number;
  103466. private _keys;
  103467. private _ctrlPressed;
  103468. private _altPressed;
  103469. private _shiftPressed;
  103470. private _onCanvasBlurObserver;
  103471. private _onKeyboardObserver;
  103472. private _engine;
  103473. private _scene;
  103474. /**
  103475. * Attach the input controls to a specific dom element to get the input from.
  103476. * @param element Defines the element the controls should be listened from
  103477. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103478. */
  103479. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103480. /**
  103481. * Detach the current controls from the specified dom element.
  103482. * @param element Defines the element to stop listening the inputs from
  103483. */
  103484. detachControl(element: Nullable<HTMLElement>): void;
  103485. /**
  103486. * Update the current camera state depending on the inputs that have been used this frame.
  103487. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103488. */
  103489. checkInputs(): void;
  103490. /**
  103491. * Gets the class name of the current input.
  103492. * @returns the class name
  103493. */
  103494. getClassName(): string;
  103495. /**
  103496. * Get the friendly name associated with the input class.
  103497. * @returns the input friendly name
  103498. */
  103499. getSimpleName(): string;
  103500. /**
  103501. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103502. * allow modification of the heightOffset value.
  103503. */
  103504. private _modifierHeightOffset;
  103505. /**
  103506. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103507. * allow modification of the rotationOffset value.
  103508. */
  103509. private _modifierRotationOffset;
  103510. /**
  103511. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103512. * allow modification of the radius value.
  103513. */
  103514. private _modifierRadius;
  103515. }
  103516. }
  103517. declare module BABYLON {
  103518. interface FreeCameraInputsManager {
  103519. /**
  103520. * @hidden
  103521. */
  103522. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103523. /**
  103524. * Add orientation input support to the input manager.
  103525. * @returns the current input manager
  103526. */
  103527. addDeviceOrientation(): FreeCameraInputsManager;
  103528. }
  103529. /**
  103530. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103531. * Screen rotation is taken into account.
  103532. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103533. */
  103534. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103535. private _camera;
  103536. private _screenOrientationAngle;
  103537. private _constantTranform;
  103538. private _screenQuaternion;
  103539. private _alpha;
  103540. private _beta;
  103541. private _gamma;
  103542. /**
  103543. * Can be used to detect if a device orientation sensor is availible on a device
  103544. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103545. * @returns a promise that will resolve on orientation change
  103546. */
  103547. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103548. /**
  103549. * @hidden
  103550. */
  103551. _onDeviceOrientationChangedObservable: Observable<void>;
  103552. /**
  103553. * Instantiates a new input
  103554. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103555. */
  103556. constructor();
  103557. /**
  103558. * Define the camera controlled by the input.
  103559. */
  103560. camera: FreeCamera;
  103561. /**
  103562. * Attach the input controls to a specific dom element to get the input from.
  103563. * @param element Defines the element the controls should be listened from
  103564. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103565. */
  103566. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103567. private _orientationChanged;
  103568. private _deviceOrientation;
  103569. /**
  103570. * Detach the current controls from the specified dom element.
  103571. * @param element Defines the element to stop listening the inputs from
  103572. */
  103573. detachControl(element: Nullable<HTMLElement>): void;
  103574. /**
  103575. * Update the current camera state depending on the inputs that have been used this frame.
  103576. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103577. */
  103578. checkInputs(): void;
  103579. /**
  103580. * Gets the class name of the current intput.
  103581. * @returns the class name
  103582. */
  103583. getClassName(): string;
  103584. /**
  103585. * Get the friendly name associated with the input class.
  103586. * @returns the input friendly name
  103587. */
  103588. getSimpleName(): string;
  103589. }
  103590. }
  103591. declare module BABYLON {
  103592. /**
  103593. * Manage the gamepad inputs to control a free camera.
  103594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103595. */
  103596. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103597. /**
  103598. * Define the camera the input is attached to.
  103599. */
  103600. camera: FreeCamera;
  103601. /**
  103602. * Define the Gamepad controlling the input
  103603. */
  103604. gamepad: Nullable<Gamepad>;
  103605. /**
  103606. * Defines the gamepad rotation sensiblity.
  103607. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103608. */
  103609. gamepadAngularSensibility: number;
  103610. /**
  103611. * Defines the gamepad move sensiblity.
  103612. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103613. */
  103614. gamepadMoveSensibility: number;
  103615. private _onGamepadConnectedObserver;
  103616. private _onGamepadDisconnectedObserver;
  103617. private _cameraTransform;
  103618. private _deltaTransform;
  103619. private _vector3;
  103620. private _vector2;
  103621. /**
  103622. * Attach the input controls to a specific dom element to get the input from.
  103623. * @param element Defines the element the controls should be listened from
  103624. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103625. */
  103626. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103627. /**
  103628. * Detach the current controls from the specified dom element.
  103629. * @param element Defines the element to stop listening the inputs from
  103630. */
  103631. detachControl(element: Nullable<HTMLElement>): void;
  103632. /**
  103633. * Update the current camera state depending on the inputs that have been used this frame.
  103634. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103635. */
  103636. checkInputs(): void;
  103637. /**
  103638. * Gets the class name of the current intput.
  103639. * @returns the class name
  103640. */
  103641. getClassName(): string;
  103642. /**
  103643. * Get the friendly name associated with the input class.
  103644. * @returns the input friendly name
  103645. */
  103646. getSimpleName(): string;
  103647. }
  103648. }
  103649. declare module BABYLON {
  103650. /**
  103651. * Defines the potential axis of a Joystick
  103652. */
  103653. export enum JoystickAxis {
  103654. /** X axis */
  103655. X = 0,
  103656. /** Y axis */
  103657. Y = 1,
  103658. /** Z axis */
  103659. Z = 2
  103660. }
  103661. /**
  103662. * Class used to define virtual joystick (used in touch mode)
  103663. */
  103664. export class VirtualJoystick {
  103665. /**
  103666. * Gets or sets a boolean indicating that left and right values must be inverted
  103667. */
  103668. reverseLeftRight: boolean;
  103669. /**
  103670. * Gets or sets a boolean indicating that up and down values must be inverted
  103671. */
  103672. reverseUpDown: boolean;
  103673. /**
  103674. * Gets the offset value for the position (ie. the change of the position value)
  103675. */
  103676. deltaPosition: Vector3;
  103677. /**
  103678. * Gets a boolean indicating if the virtual joystick was pressed
  103679. */
  103680. pressed: boolean;
  103681. /**
  103682. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103683. */
  103684. static Canvas: Nullable<HTMLCanvasElement>;
  103685. private static _globalJoystickIndex;
  103686. private static vjCanvasContext;
  103687. private static vjCanvasWidth;
  103688. private static vjCanvasHeight;
  103689. private static halfWidth;
  103690. private _action;
  103691. private _axisTargetedByLeftAndRight;
  103692. private _axisTargetedByUpAndDown;
  103693. private _joystickSensibility;
  103694. private _inversedSensibility;
  103695. private _joystickPointerID;
  103696. private _joystickColor;
  103697. private _joystickPointerPos;
  103698. private _joystickPreviousPointerPos;
  103699. private _joystickPointerStartPos;
  103700. private _deltaJoystickVector;
  103701. private _leftJoystick;
  103702. private _touches;
  103703. private _onPointerDownHandlerRef;
  103704. private _onPointerMoveHandlerRef;
  103705. private _onPointerUpHandlerRef;
  103706. private _onResize;
  103707. /**
  103708. * Creates a new virtual joystick
  103709. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103710. */
  103711. constructor(leftJoystick?: boolean);
  103712. /**
  103713. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103714. * @param newJoystickSensibility defines the new sensibility
  103715. */
  103716. setJoystickSensibility(newJoystickSensibility: number): void;
  103717. private _onPointerDown;
  103718. private _onPointerMove;
  103719. private _onPointerUp;
  103720. /**
  103721. * Change the color of the virtual joystick
  103722. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103723. */
  103724. setJoystickColor(newColor: string): void;
  103725. /**
  103726. * Defines a callback to call when the joystick is touched
  103727. * @param action defines the callback
  103728. */
  103729. setActionOnTouch(action: () => any): void;
  103730. /**
  103731. * Defines which axis you'd like to control for left & right
  103732. * @param axis defines the axis to use
  103733. */
  103734. setAxisForLeftRight(axis: JoystickAxis): void;
  103735. /**
  103736. * Defines which axis you'd like to control for up & down
  103737. * @param axis defines the axis to use
  103738. */
  103739. setAxisForUpDown(axis: JoystickAxis): void;
  103740. private _drawVirtualJoystick;
  103741. /**
  103742. * Release internal HTML canvas
  103743. */
  103744. releaseCanvas(): void;
  103745. }
  103746. }
  103747. declare module BABYLON {
  103748. interface FreeCameraInputsManager {
  103749. /**
  103750. * Add virtual joystick input support to the input manager.
  103751. * @returns the current input manager
  103752. */
  103753. addVirtualJoystick(): FreeCameraInputsManager;
  103754. }
  103755. /**
  103756. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103757. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103758. */
  103759. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103760. /**
  103761. * Defines the camera the input is attached to.
  103762. */
  103763. camera: FreeCamera;
  103764. private _leftjoystick;
  103765. private _rightjoystick;
  103766. /**
  103767. * Gets the left stick of the virtual joystick.
  103768. * @returns The virtual Joystick
  103769. */
  103770. getLeftJoystick(): VirtualJoystick;
  103771. /**
  103772. * Gets the right stick of the virtual joystick.
  103773. * @returns The virtual Joystick
  103774. */
  103775. getRightJoystick(): VirtualJoystick;
  103776. /**
  103777. * Update the current camera state depending on the inputs that have been used this frame.
  103778. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103779. */
  103780. checkInputs(): void;
  103781. /**
  103782. * Attach the input controls to a specific dom element to get the input from.
  103783. * @param element Defines the element the controls should be listened from
  103784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103785. */
  103786. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103787. /**
  103788. * Detach the current controls from the specified dom element.
  103789. * @param element Defines the element to stop listening the inputs from
  103790. */
  103791. detachControl(element: Nullable<HTMLElement>): void;
  103792. /**
  103793. * Gets the class name of the current intput.
  103794. * @returns the class name
  103795. */
  103796. getClassName(): string;
  103797. /**
  103798. * Get the friendly name associated with the input class.
  103799. * @returns the input friendly name
  103800. */
  103801. getSimpleName(): string;
  103802. }
  103803. }
  103804. declare module BABYLON {
  103805. /**
  103806. * This represents a FPS type of camera controlled by touch.
  103807. * This is like a universal camera minus the Gamepad controls.
  103808. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103809. */
  103810. export class TouchCamera extends FreeCamera {
  103811. /**
  103812. * Defines the touch sensibility for rotation.
  103813. * The higher the faster.
  103814. */
  103815. touchAngularSensibility: number;
  103816. /**
  103817. * Defines the touch sensibility for move.
  103818. * The higher the faster.
  103819. */
  103820. touchMoveSensibility: number;
  103821. /**
  103822. * Instantiates a new touch camera.
  103823. * This represents a FPS type of camera controlled by touch.
  103824. * This is like a universal camera minus the Gamepad controls.
  103825. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103826. * @param name Define the name of the camera in the scene
  103827. * @param position Define the start position of the camera in the scene
  103828. * @param scene Define the scene the camera belongs to
  103829. */
  103830. constructor(name: string, position: Vector3, scene: Scene);
  103831. /**
  103832. * Gets the current object class name.
  103833. * @return the class name
  103834. */
  103835. getClassName(): string;
  103836. /** @hidden */
  103837. _setupInputs(): void;
  103838. }
  103839. }
  103840. declare module BABYLON {
  103841. /**
  103842. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103843. * being tilted forward or back and left or right.
  103844. */
  103845. export class DeviceOrientationCamera extends FreeCamera {
  103846. private _initialQuaternion;
  103847. private _quaternionCache;
  103848. private _tmpDragQuaternion;
  103849. private _disablePointerInputWhenUsingDeviceOrientation;
  103850. /**
  103851. * Creates a new device orientation camera
  103852. * @param name The name of the camera
  103853. * @param position The start position camera
  103854. * @param scene The scene the camera belongs to
  103855. */
  103856. constructor(name: string, position: Vector3, scene: Scene);
  103857. /**
  103858. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103859. */
  103860. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103861. private _dragFactor;
  103862. /**
  103863. * Enabled turning on the y axis when the orientation sensor is active
  103864. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103865. */
  103866. enableHorizontalDragging(dragFactor?: number): void;
  103867. /**
  103868. * Gets the current instance class name ("DeviceOrientationCamera").
  103869. * This helps avoiding instanceof at run time.
  103870. * @returns the class name
  103871. */
  103872. getClassName(): string;
  103873. /**
  103874. * @hidden
  103875. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103876. */
  103877. _checkInputs(): void;
  103878. /**
  103879. * Reset the camera to its default orientation on the specified axis only.
  103880. * @param axis The axis to reset
  103881. */
  103882. resetToCurrentRotation(axis?: Axis): void;
  103883. }
  103884. }
  103885. declare module BABYLON {
  103886. /**
  103887. * Defines supported buttons for XBox360 compatible gamepads
  103888. */
  103889. export enum Xbox360Button {
  103890. /** A */
  103891. A = 0,
  103892. /** B */
  103893. B = 1,
  103894. /** X */
  103895. X = 2,
  103896. /** Y */
  103897. Y = 3,
  103898. /** Start */
  103899. Start = 4,
  103900. /** Back */
  103901. Back = 5,
  103902. /** Left button */
  103903. LB = 6,
  103904. /** Right button */
  103905. RB = 7,
  103906. /** Left stick */
  103907. LeftStick = 8,
  103908. /** Right stick */
  103909. RightStick = 9
  103910. }
  103911. /** Defines values for XBox360 DPad */
  103912. export enum Xbox360Dpad {
  103913. /** Up */
  103914. Up = 0,
  103915. /** Down */
  103916. Down = 1,
  103917. /** Left */
  103918. Left = 2,
  103919. /** Right */
  103920. Right = 3
  103921. }
  103922. /**
  103923. * Defines a XBox360 gamepad
  103924. */
  103925. export class Xbox360Pad extends Gamepad {
  103926. private _leftTrigger;
  103927. private _rightTrigger;
  103928. private _onlefttriggerchanged;
  103929. private _onrighttriggerchanged;
  103930. private _onbuttondown;
  103931. private _onbuttonup;
  103932. private _ondpaddown;
  103933. private _ondpadup;
  103934. /** Observable raised when a button is pressed */
  103935. onButtonDownObservable: Observable<Xbox360Button>;
  103936. /** Observable raised when a button is released */
  103937. onButtonUpObservable: Observable<Xbox360Button>;
  103938. /** Observable raised when a pad is pressed */
  103939. onPadDownObservable: Observable<Xbox360Dpad>;
  103940. /** Observable raised when a pad is released */
  103941. onPadUpObservable: Observable<Xbox360Dpad>;
  103942. private _buttonA;
  103943. private _buttonB;
  103944. private _buttonX;
  103945. private _buttonY;
  103946. private _buttonBack;
  103947. private _buttonStart;
  103948. private _buttonLB;
  103949. private _buttonRB;
  103950. private _buttonLeftStick;
  103951. private _buttonRightStick;
  103952. private _dPadUp;
  103953. private _dPadDown;
  103954. private _dPadLeft;
  103955. private _dPadRight;
  103956. private _isXboxOnePad;
  103957. /**
  103958. * Creates a new XBox360 gamepad object
  103959. * @param id defines the id of this gamepad
  103960. * @param index defines its index
  103961. * @param gamepad defines the internal HTML gamepad object
  103962. * @param xboxOne defines if it is a XBox One gamepad
  103963. */
  103964. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103965. /**
  103966. * Defines the callback to call when left trigger is pressed
  103967. * @param callback defines the callback to use
  103968. */
  103969. onlefttriggerchanged(callback: (value: number) => void): void;
  103970. /**
  103971. * Defines the callback to call when right trigger is pressed
  103972. * @param callback defines the callback to use
  103973. */
  103974. onrighttriggerchanged(callback: (value: number) => void): void;
  103975. /**
  103976. * Gets the left trigger value
  103977. */
  103978. /**
  103979. * Sets the left trigger value
  103980. */
  103981. leftTrigger: number;
  103982. /**
  103983. * Gets the right trigger value
  103984. */
  103985. /**
  103986. * Sets the right trigger value
  103987. */
  103988. rightTrigger: number;
  103989. /**
  103990. * Defines the callback to call when a button is pressed
  103991. * @param callback defines the callback to use
  103992. */
  103993. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  103994. /**
  103995. * Defines the callback to call when a button is released
  103996. * @param callback defines the callback to use
  103997. */
  103998. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103999. /**
  104000. * Defines the callback to call when a pad is pressed
  104001. * @param callback defines the callback to use
  104002. */
  104003. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104004. /**
  104005. * Defines the callback to call when a pad is released
  104006. * @param callback defines the callback to use
  104007. */
  104008. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104009. private _setButtonValue;
  104010. private _setDPadValue;
  104011. /**
  104012. * Gets the value of the `A` button
  104013. */
  104014. /**
  104015. * Sets the value of the `A` button
  104016. */
  104017. buttonA: number;
  104018. /**
  104019. * Gets the value of the `B` button
  104020. */
  104021. /**
  104022. * Sets the value of the `B` button
  104023. */
  104024. buttonB: number;
  104025. /**
  104026. * Gets the value of the `X` button
  104027. */
  104028. /**
  104029. * Sets the value of the `X` button
  104030. */
  104031. buttonX: number;
  104032. /**
  104033. * Gets the value of the `Y` button
  104034. */
  104035. /**
  104036. * Sets the value of the `Y` button
  104037. */
  104038. buttonY: number;
  104039. /**
  104040. * Gets the value of the `Start` button
  104041. */
  104042. /**
  104043. * Sets the value of the `Start` button
  104044. */
  104045. buttonStart: number;
  104046. /**
  104047. * Gets the value of the `Back` button
  104048. */
  104049. /**
  104050. * Sets the value of the `Back` button
  104051. */
  104052. buttonBack: number;
  104053. /**
  104054. * Gets the value of the `Left` button
  104055. */
  104056. /**
  104057. * Sets the value of the `Left` button
  104058. */
  104059. buttonLB: number;
  104060. /**
  104061. * Gets the value of the `Right` button
  104062. */
  104063. /**
  104064. * Sets the value of the `Right` button
  104065. */
  104066. buttonRB: number;
  104067. /**
  104068. * Gets the value of the Left joystick
  104069. */
  104070. /**
  104071. * Sets the value of the Left joystick
  104072. */
  104073. buttonLeftStick: number;
  104074. /**
  104075. * Gets the value of the Right joystick
  104076. */
  104077. /**
  104078. * Sets the value of the Right joystick
  104079. */
  104080. buttonRightStick: number;
  104081. /**
  104082. * Gets the value of D-pad up
  104083. */
  104084. /**
  104085. * Sets the value of D-pad up
  104086. */
  104087. dPadUp: number;
  104088. /**
  104089. * Gets the value of D-pad down
  104090. */
  104091. /**
  104092. * Sets the value of D-pad down
  104093. */
  104094. dPadDown: number;
  104095. /**
  104096. * Gets the value of D-pad left
  104097. */
  104098. /**
  104099. * Sets the value of D-pad left
  104100. */
  104101. dPadLeft: number;
  104102. /**
  104103. * Gets the value of D-pad right
  104104. */
  104105. /**
  104106. * Sets the value of D-pad right
  104107. */
  104108. dPadRight: number;
  104109. /**
  104110. * Force the gamepad to synchronize with device values
  104111. */
  104112. update(): void;
  104113. /**
  104114. * Disposes the gamepad
  104115. */
  104116. dispose(): void;
  104117. }
  104118. }
  104119. declare module BABYLON {
  104120. /**
  104121. * Defines supported buttons for DualShock compatible gamepads
  104122. */
  104123. export enum DualShockButton {
  104124. /** Cross */
  104125. Cross = 0,
  104126. /** Circle */
  104127. Circle = 1,
  104128. /** Square */
  104129. Square = 2,
  104130. /** Triangle */
  104131. Triangle = 3,
  104132. /** Options */
  104133. Options = 4,
  104134. /** Share */
  104135. Share = 5,
  104136. /** L1 */
  104137. L1 = 6,
  104138. /** R1 */
  104139. R1 = 7,
  104140. /** Left stick */
  104141. LeftStick = 8,
  104142. /** Right stick */
  104143. RightStick = 9
  104144. }
  104145. /** Defines values for DualShock DPad */
  104146. export enum DualShockDpad {
  104147. /** Up */
  104148. Up = 0,
  104149. /** Down */
  104150. Down = 1,
  104151. /** Left */
  104152. Left = 2,
  104153. /** Right */
  104154. Right = 3
  104155. }
  104156. /**
  104157. * Defines a DualShock gamepad
  104158. */
  104159. export class DualShockPad extends Gamepad {
  104160. private _leftTrigger;
  104161. private _rightTrigger;
  104162. private _onlefttriggerchanged;
  104163. private _onrighttriggerchanged;
  104164. private _onbuttondown;
  104165. private _onbuttonup;
  104166. private _ondpaddown;
  104167. private _ondpadup;
  104168. /** Observable raised when a button is pressed */
  104169. onButtonDownObservable: Observable<DualShockButton>;
  104170. /** Observable raised when a button is released */
  104171. onButtonUpObservable: Observable<DualShockButton>;
  104172. /** Observable raised when a pad is pressed */
  104173. onPadDownObservable: Observable<DualShockDpad>;
  104174. /** Observable raised when a pad is released */
  104175. onPadUpObservable: Observable<DualShockDpad>;
  104176. private _buttonCross;
  104177. private _buttonCircle;
  104178. private _buttonSquare;
  104179. private _buttonTriangle;
  104180. private _buttonShare;
  104181. private _buttonOptions;
  104182. private _buttonL1;
  104183. private _buttonR1;
  104184. private _buttonLeftStick;
  104185. private _buttonRightStick;
  104186. private _dPadUp;
  104187. private _dPadDown;
  104188. private _dPadLeft;
  104189. private _dPadRight;
  104190. /**
  104191. * Creates a new DualShock gamepad object
  104192. * @param id defines the id of this gamepad
  104193. * @param index defines its index
  104194. * @param gamepad defines the internal HTML gamepad object
  104195. */
  104196. constructor(id: string, index: number, gamepad: any);
  104197. /**
  104198. * Defines the callback to call when left trigger is pressed
  104199. * @param callback defines the callback to use
  104200. */
  104201. onlefttriggerchanged(callback: (value: number) => void): void;
  104202. /**
  104203. * Defines the callback to call when right trigger is pressed
  104204. * @param callback defines the callback to use
  104205. */
  104206. onrighttriggerchanged(callback: (value: number) => void): void;
  104207. /**
  104208. * Gets the left trigger value
  104209. */
  104210. /**
  104211. * Sets the left trigger value
  104212. */
  104213. leftTrigger: number;
  104214. /**
  104215. * Gets the right trigger value
  104216. */
  104217. /**
  104218. * Sets the right trigger value
  104219. */
  104220. rightTrigger: number;
  104221. /**
  104222. * Defines the callback to call when a button is pressed
  104223. * @param callback defines the callback to use
  104224. */
  104225. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104226. /**
  104227. * Defines the callback to call when a button is released
  104228. * @param callback defines the callback to use
  104229. */
  104230. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104231. /**
  104232. * Defines the callback to call when a pad is pressed
  104233. * @param callback defines the callback to use
  104234. */
  104235. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104236. /**
  104237. * Defines the callback to call when a pad is released
  104238. * @param callback defines the callback to use
  104239. */
  104240. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104241. private _setButtonValue;
  104242. private _setDPadValue;
  104243. /**
  104244. * Gets the value of the `Cross` button
  104245. */
  104246. /**
  104247. * Sets the value of the `Cross` button
  104248. */
  104249. buttonCross: number;
  104250. /**
  104251. * Gets the value of the `Circle` button
  104252. */
  104253. /**
  104254. * Sets the value of the `Circle` button
  104255. */
  104256. buttonCircle: number;
  104257. /**
  104258. * Gets the value of the `Square` button
  104259. */
  104260. /**
  104261. * Sets the value of the `Square` button
  104262. */
  104263. buttonSquare: number;
  104264. /**
  104265. * Gets the value of the `Triangle` button
  104266. */
  104267. /**
  104268. * Sets the value of the `Triangle` button
  104269. */
  104270. buttonTriangle: number;
  104271. /**
  104272. * Gets the value of the `Options` button
  104273. */
  104274. /**
  104275. * Sets the value of the `Options` button
  104276. */
  104277. buttonOptions: number;
  104278. /**
  104279. * Gets the value of the `Share` button
  104280. */
  104281. /**
  104282. * Sets the value of the `Share` button
  104283. */
  104284. buttonShare: number;
  104285. /**
  104286. * Gets the value of the `L1` button
  104287. */
  104288. /**
  104289. * Sets the value of the `L1` button
  104290. */
  104291. buttonL1: number;
  104292. /**
  104293. * Gets the value of the `R1` button
  104294. */
  104295. /**
  104296. * Sets the value of the `R1` button
  104297. */
  104298. buttonR1: number;
  104299. /**
  104300. * Gets the value of the Left joystick
  104301. */
  104302. /**
  104303. * Sets the value of the Left joystick
  104304. */
  104305. buttonLeftStick: number;
  104306. /**
  104307. * Gets the value of the Right joystick
  104308. */
  104309. /**
  104310. * Sets the value of the Right joystick
  104311. */
  104312. buttonRightStick: number;
  104313. /**
  104314. * Gets the value of D-pad up
  104315. */
  104316. /**
  104317. * Sets the value of D-pad up
  104318. */
  104319. dPadUp: number;
  104320. /**
  104321. * Gets the value of D-pad down
  104322. */
  104323. /**
  104324. * Sets the value of D-pad down
  104325. */
  104326. dPadDown: number;
  104327. /**
  104328. * Gets the value of D-pad left
  104329. */
  104330. /**
  104331. * Sets the value of D-pad left
  104332. */
  104333. dPadLeft: number;
  104334. /**
  104335. * Gets the value of D-pad right
  104336. */
  104337. /**
  104338. * Sets the value of D-pad right
  104339. */
  104340. dPadRight: number;
  104341. /**
  104342. * Force the gamepad to synchronize with device values
  104343. */
  104344. update(): void;
  104345. /**
  104346. * Disposes the gamepad
  104347. */
  104348. dispose(): void;
  104349. }
  104350. }
  104351. declare module BABYLON {
  104352. /**
  104353. * Manager for handling gamepads
  104354. */
  104355. export class GamepadManager {
  104356. private _scene?;
  104357. private _babylonGamepads;
  104358. private _oneGamepadConnected;
  104359. /** @hidden */
  104360. _isMonitoring: boolean;
  104361. private _gamepadEventSupported;
  104362. private _gamepadSupport;
  104363. /**
  104364. * observable to be triggered when the gamepad controller has been connected
  104365. */
  104366. onGamepadConnectedObservable: Observable<Gamepad>;
  104367. /**
  104368. * observable to be triggered when the gamepad controller has been disconnected
  104369. */
  104370. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104371. private _onGamepadConnectedEvent;
  104372. private _onGamepadDisconnectedEvent;
  104373. /**
  104374. * Initializes the gamepad manager
  104375. * @param _scene BabylonJS scene
  104376. */
  104377. constructor(_scene?: Scene | undefined);
  104378. /**
  104379. * The gamepads in the game pad manager
  104380. */
  104381. readonly gamepads: Gamepad[];
  104382. /**
  104383. * Get the gamepad controllers based on type
  104384. * @param type The type of gamepad controller
  104385. * @returns Nullable gamepad
  104386. */
  104387. getGamepadByType(type?: number): Nullable<Gamepad>;
  104388. /**
  104389. * Disposes the gamepad manager
  104390. */
  104391. dispose(): void;
  104392. private _addNewGamepad;
  104393. private _startMonitoringGamepads;
  104394. private _stopMonitoringGamepads;
  104395. /** @hidden */
  104396. _checkGamepadsStatus(): void;
  104397. private _updateGamepadObjects;
  104398. }
  104399. }
  104400. declare module BABYLON {
  104401. interface Scene {
  104402. /** @hidden */
  104403. _gamepadManager: Nullable<GamepadManager>;
  104404. /**
  104405. * Gets the gamepad manager associated with the scene
  104406. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104407. */
  104408. gamepadManager: GamepadManager;
  104409. }
  104410. /**
  104411. * Interface representing a free camera inputs manager
  104412. */
  104413. interface FreeCameraInputsManager {
  104414. /**
  104415. * Adds gamepad input support to the FreeCameraInputsManager.
  104416. * @returns the FreeCameraInputsManager
  104417. */
  104418. addGamepad(): FreeCameraInputsManager;
  104419. }
  104420. /**
  104421. * Interface representing an arc rotate camera inputs manager
  104422. */
  104423. interface ArcRotateCameraInputsManager {
  104424. /**
  104425. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104426. * @returns the camera inputs manager
  104427. */
  104428. addGamepad(): ArcRotateCameraInputsManager;
  104429. }
  104430. /**
  104431. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104432. */
  104433. export class GamepadSystemSceneComponent implements ISceneComponent {
  104434. /**
  104435. * The component name helpfull to identify the component in the list of scene components.
  104436. */
  104437. readonly name: string;
  104438. /**
  104439. * The scene the component belongs to.
  104440. */
  104441. scene: Scene;
  104442. /**
  104443. * Creates a new instance of the component for the given scene
  104444. * @param scene Defines the scene to register the component in
  104445. */
  104446. constructor(scene: Scene);
  104447. /**
  104448. * Registers the component in a given scene
  104449. */
  104450. register(): void;
  104451. /**
  104452. * Rebuilds the elements related to this component in case of
  104453. * context lost for instance.
  104454. */
  104455. rebuild(): void;
  104456. /**
  104457. * Disposes the component and the associated ressources
  104458. */
  104459. dispose(): void;
  104460. private _beforeCameraUpdate;
  104461. }
  104462. }
  104463. declare module BABYLON {
  104464. /**
  104465. * 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,
  104466. * which still works and will still be found in many Playgrounds.
  104467. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104468. */
  104469. export class UniversalCamera extends TouchCamera {
  104470. /**
  104471. * Defines the gamepad rotation sensiblity.
  104472. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104473. */
  104474. gamepadAngularSensibility: number;
  104475. /**
  104476. * Defines the gamepad move sensiblity.
  104477. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104478. */
  104479. gamepadMoveSensibility: number;
  104480. /**
  104481. * 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,
  104482. * which still works and will still be found in many Playgrounds.
  104483. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104484. * @param name Define the name of the camera in the scene
  104485. * @param position Define the start position of the camera in the scene
  104486. * @param scene Define the scene the camera belongs to
  104487. */
  104488. constructor(name: string, position: Vector3, scene: Scene);
  104489. /**
  104490. * Gets the current object class name.
  104491. * @return the class name
  104492. */
  104493. getClassName(): string;
  104494. }
  104495. }
  104496. declare module BABYLON {
  104497. /**
  104498. * This represents a FPS type of camera. This is only here for back compat purpose.
  104499. * Please use the UniversalCamera instead as both are identical.
  104500. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104501. */
  104502. export class GamepadCamera extends UniversalCamera {
  104503. /**
  104504. * Instantiates a new Gamepad Camera
  104505. * This represents a FPS type of camera. This is only here for back compat purpose.
  104506. * Please use the UniversalCamera instead as both are identical.
  104507. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104508. * @param name Define the name of the camera in the scene
  104509. * @param position Define the start position of the camera in the scene
  104510. * @param scene Define the scene the camera belongs to
  104511. */
  104512. constructor(name: string, position: Vector3, scene: Scene);
  104513. /**
  104514. * Gets the current object class name.
  104515. * @return the class name
  104516. */
  104517. getClassName(): string;
  104518. }
  104519. }
  104520. declare module BABYLON {
  104521. /** @hidden */
  104522. export var passPixelShader: {
  104523. name: string;
  104524. shader: string;
  104525. };
  104526. }
  104527. declare module BABYLON {
  104528. /** @hidden */
  104529. export var passCubePixelShader: {
  104530. name: string;
  104531. shader: string;
  104532. };
  104533. }
  104534. declare module BABYLON {
  104535. /**
  104536. * PassPostProcess which produces an output the same as it's input
  104537. */
  104538. export class PassPostProcess extends PostProcess {
  104539. /**
  104540. * Creates the PassPostProcess
  104541. * @param name The name of the effect.
  104542. * @param options The required width/height ratio to downsize to before computing the render pass.
  104543. * @param camera The camera to apply the render pass to.
  104544. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104545. * @param engine The engine which the post process will be applied. (default: current engine)
  104546. * @param reusable If the post process can be reused on the same frame. (default: false)
  104547. * @param textureType The type of texture to be used when performing the post processing.
  104548. * @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)
  104549. */
  104550. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104551. }
  104552. /**
  104553. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104554. */
  104555. export class PassCubePostProcess extends PostProcess {
  104556. private _face;
  104557. /**
  104558. * Gets or sets the cube face to display.
  104559. * * 0 is +X
  104560. * * 1 is -X
  104561. * * 2 is +Y
  104562. * * 3 is -Y
  104563. * * 4 is +Z
  104564. * * 5 is -Z
  104565. */
  104566. face: number;
  104567. /**
  104568. * Creates the PassCubePostProcess
  104569. * @param name The name of the effect.
  104570. * @param options The required width/height ratio to downsize to before computing the render pass.
  104571. * @param camera The camera to apply the render pass to.
  104572. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104573. * @param engine The engine which the post process will be applied. (default: current engine)
  104574. * @param reusable If the post process can be reused on the same frame. (default: false)
  104575. * @param textureType The type of texture to be used when performing the post processing.
  104576. * @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)
  104577. */
  104578. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104579. }
  104580. }
  104581. declare module BABYLON {
  104582. /** @hidden */
  104583. export var anaglyphPixelShader: {
  104584. name: string;
  104585. shader: string;
  104586. };
  104587. }
  104588. declare module BABYLON {
  104589. /**
  104590. * Postprocess used to generate anaglyphic rendering
  104591. */
  104592. export class AnaglyphPostProcess extends PostProcess {
  104593. private _passedProcess;
  104594. /**
  104595. * Creates a new AnaglyphPostProcess
  104596. * @param name defines postprocess name
  104597. * @param options defines creation options or target ratio scale
  104598. * @param rigCameras defines cameras using this postprocess
  104599. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104600. * @param engine defines hosting engine
  104601. * @param reusable defines if the postprocess will be reused multiple times per frame
  104602. */
  104603. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104604. }
  104605. }
  104606. declare module BABYLON {
  104607. /**
  104608. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104609. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104610. */
  104611. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104612. /**
  104613. * Creates a new AnaglyphArcRotateCamera
  104614. * @param name defines camera name
  104615. * @param alpha defines alpha angle (in radians)
  104616. * @param beta defines beta angle (in radians)
  104617. * @param radius defines radius
  104618. * @param target defines camera target
  104619. * @param interaxialDistance defines distance between each color axis
  104620. * @param scene defines the hosting scene
  104621. */
  104622. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104623. /**
  104624. * Gets camera class name
  104625. * @returns AnaglyphArcRotateCamera
  104626. */
  104627. getClassName(): string;
  104628. }
  104629. }
  104630. declare module BABYLON {
  104631. /**
  104632. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104633. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104634. */
  104635. export class AnaglyphFreeCamera extends FreeCamera {
  104636. /**
  104637. * Creates a new AnaglyphFreeCamera
  104638. * @param name defines camera name
  104639. * @param position defines initial position
  104640. * @param interaxialDistance defines distance between each color axis
  104641. * @param scene defines the hosting scene
  104642. */
  104643. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104644. /**
  104645. * Gets camera class name
  104646. * @returns AnaglyphFreeCamera
  104647. */
  104648. getClassName(): string;
  104649. }
  104650. }
  104651. declare module BABYLON {
  104652. /**
  104653. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104654. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104655. */
  104656. export class AnaglyphGamepadCamera extends GamepadCamera {
  104657. /**
  104658. * Creates a new AnaglyphGamepadCamera
  104659. * @param name defines camera name
  104660. * @param position defines initial position
  104661. * @param interaxialDistance defines distance between each color axis
  104662. * @param scene defines the hosting scene
  104663. */
  104664. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104665. /**
  104666. * Gets camera class name
  104667. * @returns AnaglyphGamepadCamera
  104668. */
  104669. getClassName(): string;
  104670. }
  104671. }
  104672. declare module BABYLON {
  104673. /**
  104674. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104675. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104676. */
  104677. export class AnaglyphUniversalCamera extends UniversalCamera {
  104678. /**
  104679. * Creates a new AnaglyphUniversalCamera
  104680. * @param name defines camera name
  104681. * @param position defines initial position
  104682. * @param interaxialDistance defines distance between each color axis
  104683. * @param scene defines the hosting scene
  104684. */
  104685. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104686. /**
  104687. * Gets camera class name
  104688. * @returns AnaglyphUniversalCamera
  104689. */
  104690. getClassName(): string;
  104691. }
  104692. }
  104693. declare module BABYLON {
  104694. /** @hidden */
  104695. export var stereoscopicInterlacePixelShader: {
  104696. name: string;
  104697. shader: string;
  104698. };
  104699. }
  104700. declare module BABYLON {
  104701. /**
  104702. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104703. */
  104704. export class StereoscopicInterlacePostProcess extends PostProcess {
  104705. private _stepSize;
  104706. private _passedProcess;
  104707. /**
  104708. * Initializes a StereoscopicInterlacePostProcess
  104709. * @param name The name of the effect.
  104710. * @param rigCameras The rig cameras to be appled to the post process
  104711. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104712. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104713. * @param engine The engine which the post process will be applied. (default: current engine)
  104714. * @param reusable If the post process can be reused on the same frame. (default: false)
  104715. */
  104716. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104717. }
  104718. }
  104719. declare module BABYLON {
  104720. /**
  104721. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104722. * @see http://doc.babylonjs.com/features/cameras
  104723. */
  104724. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104725. /**
  104726. * Creates a new StereoscopicArcRotateCamera
  104727. * @param name defines camera name
  104728. * @param alpha defines alpha angle (in radians)
  104729. * @param beta defines beta angle (in radians)
  104730. * @param radius defines radius
  104731. * @param target defines camera target
  104732. * @param interaxialDistance defines distance between each color axis
  104733. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104734. * @param scene defines the hosting scene
  104735. */
  104736. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104737. /**
  104738. * Gets camera class name
  104739. * @returns StereoscopicArcRotateCamera
  104740. */
  104741. getClassName(): string;
  104742. }
  104743. }
  104744. declare module BABYLON {
  104745. /**
  104746. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104747. * @see http://doc.babylonjs.com/features/cameras
  104748. */
  104749. export class StereoscopicFreeCamera extends FreeCamera {
  104750. /**
  104751. * Creates a new StereoscopicFreeCamera
  104752. * @param name defines camera name
  104753. * @param position defines initial position
  104754. * @param interaxialDistance defines distance between each color axis
  104755. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104756. * @param scene defines the hosting scene
  104757. */
  104758. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104759. /**
  104760. * Gets camera class name
  104761. * @returns StereoscopicFreeCamera
  104762. */
  104763. getClassName(): string;
  104764. }
  104765. }
  104766. declare module BABYLON {
  104767. /**
  104768. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104769. * @see http://doc.babylonjs.com/features/cameras
  104770. */
  104771. export class StereoscopicGamepadCamera extends GamepadCamera {
  104772. /**
  104773. * Creates a new StereoscopicGamepadCamera
  104774. * @param name defines camera name
  104775. * @param position defines initial position
  104776. * @param interaxialDistance defines distance between each color axis
  104777. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104778. * @param scene defines the hosting scene
  104779. */
  104780. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104781. /**
  104782. * Gets camera class name
  104783. * @returns StereoscopicGamepadCamera
  104784. */
  104785. getClassName(): string;
  104786. }
  104787. }
  104788. declare module BABYLON {
  104789. /**
  104790. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104791. * @see http://doc.babylonjs.com/features/cameras
  104792. */
  104793. export class StereoscopicUniversalCamera extends UniversalCamera {
  104794. /**
  104795. * Creates a new StereoscopicUniversalCamera
  104796. * @param name defines camera name
  104797. * @param position defines initial position
  104798. * @param interaxialDistance defines distance between each color axis
  104799. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104800. * @param scene defines the hosting scene
  104801. */
  104802. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104803. /**
  104804. * Gets camera class name
  104805. * @returns StereoscopicUniversalCamera
  104806. */
  104807. getClassName(): string;
  104808. }
  104809. }
  104810. declare module BABYLON {
  104811. /**
  104812. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104813. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104814. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104815. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104816. */
  104817. export class VirtualJoysticksCamera extends FreeCamera {
  104818. /**
  104819. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104820. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104821. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104822. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104823. * @param name Define the name of the camera in the scene
  104824. * @param position Define the start position of the camera in the scene
  104825. * @param scene Define the scene the camera belongs to
  104826. */
  104827. constructor(name: string, position: Vector3, scene: Scene);
  104828. /**
  104829. * Gets the current object class name.
  104830. * @return the class name
  104831. */
  104832. getClassName(): string;
  104833. }
  104834. }
  104835. declare module BABYLON {
  104836. /**
  104837. * This represents all the required metrics to create a VR camera.
  104838. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104839. */
  104840. export class VRCameraMetrics {
  104841. /**
  104842. * Define the horizontal resolution off the screen.
  104843. */
  104844. hResolution: number;
  104845. /**
  104846. * Define the vertical resolution off the screen.
  104847. */
  104848. vResolution: number;
  104849. /**
  104850. * Define the horizontal screen size.
  104851. */
  104852. hScreenSize: number;
  104853. /**
  104854. * Define the vertical screen size.
  104855. */
  104856. vScreenSize: number;
  104857. /**
  104858. * Define the vertical screen center position.
  104859. */
  104860. vScreenCenter: number;
  104861. /**
  104862. * Define the distance of the eyes to the screen.
  104863. */
  104864. eyeToScreenDistance: number;
  104865. /**
  104866. * Define the distance between both lenses
  104867. */
  104868. lensSeparationDistance: number;
  104869. /**
  104870. * Define the distance between both viewer's eyes.
  104871. */
  104872. interpupillaryDistance: number;
  104873. /**
  104874. * Define the distortion factor of the VR postprocess.
  104875. * Please, touch with care.
  104876. */
  104877. distortionK: number[];
  104878. /**
  104879. * Define the chromatic aberration correction factors for the VR post process.
  104880. */
  104881. chromaAbCorrection: number[];
  104882. /**
  104883. * Define the scale factor of the post process.
  104884. * The smaller the better but the slower.
  104885. */
  104886. postProcessScaleFactor: number;
  104887. /**
  104888. * Define an offset for the lens center.
  104889. */
  104890. lensCenterOffset: number;
  104891. /**
  104892. * Define if the current vr camera should compensate the distortion of the lense or not.
  104893. */
  104894. compensateDistortion: boolean;
  104895. /**
  104896. * Defines if multiview should be enabled when rendering (Default: false)
  104897. */
  104898. multiviewEnabled: boolean;
  104899. /**
  104900. * Gets the rendering aspect ratio based on the provided resolutions.
  104901. */
  104902. readonly aspectRatio: number;
  104903. /**
  104904. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104905. */
  104906. readonly aspectRatioFov: number;
  104907. /**
  104908. * @hidden
  104909. */
  104910. readonly leftHMatrix: Matrix;
  104911. /**
  104912. * @hidden
  104913. */
  104914. readonly rightHMatrix: Matrix;
  104915. /**
  104916. * @hidden
  104917. */
  104918. readonly leftPreViewMatrix: Matrix;
  104919. /**
  104920. * @hidden
  104921. */
  104922. readonly rightPreViewMatrix: Matrix;
  104923. /**
  104924. * Get the default VRMetrics based on the most generic setup.
  104925. * @returns the default vr metrics
  104926. */
  104927. static GetDefault(): VRCameraMetrics;
  104928. }
  104929. }
  104930. declare module BABYLON {
  104931. /** @hidden */
  104932. export var vrDistortionCorrectionPixelShader: {
  104933. name: string;
  104934. shader: string;
  104935. };
  104936. }
  104937. declare module BABYLON {
  104938. /**
  104939. * VRDistortionCorrectionPostProcess used for mobile VR
  104940. */
  104941. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104942. private _isRightEye;
  104943. private _distortionFactors;
  104944. private _postProcessScaleFactor;
  104945. private _lensCenterOffset;
  104946. private _scaleIn;
  104947. private _scaleFactor;
  104948. private _lensCenter;
  104949. /**
  104950. * Initializes the VRDistortionCorrectionPostProcess
  104951. * @param name The name of the effect.
  104952. * @param camera The camera to apply the render pass to.
  104953. * @param isRightEye If this is for the right eye distortion
  104954. * @param vrMetrics All the required metrics for the VR camera
  104955. */
  104956. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104957. }
  104958. }
  104959. declare module BABYLON {
  104960. /**
  104961. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104962. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104963. */
  104964. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104965. /**
  104966. * Creates a new VRDeviceOrientationArcRotateCamera
  104967. * @param name defines camera name
  104968. * @param alpha defines the camera rotation along the logitudinal axis
  104969. * @param beta defines the camera rotation along the latitudinal axis
  104970. * @param radius defines the camera distance from its target
  104971. * @param target defines the camera target
  104972. * @param scene defines the scene the camera belongs to
  104973. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104974. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104975. */
  104976. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104977. /**
  104978. * Gets camera class name
  104979. * @returns VRDeviceOrientationArcRotateCamera
  104980. */
  104981. getClassName(): string;
  104982. }
  104983. }
  104984. declare module BABYLON {
  104985. /**
  104986. * Camera used to simulate VR rendering (based on FreeCamera)
  104987. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104988. */
  104989. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  104990. /**
  104991. * Creates a new VRDeviceOrientationFreeCamera
  104992. * @param name defines camera name
  104993. * @param position defines the start position of the camera
  104994. * @param scene defines the scene the camera belongs to
  104995. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104996. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104997. */
  104998. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104999. /**
  105000. * Gets camera class name
  105001. * @returns VRDeviceOrientationFreeCamera
  105002. */
  105003. getClassName(): string;
  105004. }
  105005. }
  105006. declare module BABYLON {
  105007. /**
  105008. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105009. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105010. */
  105011. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105012. /**
  105013. * Creates a new VRDeviceOrientationGamepadCamera
  105014. * @param name defines camera name
  105015. * @param position defines the start position of the camera
  105016. * @param scene defines the scene the camera belongs to
  105017. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105018. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105019. */
  105020. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105021. /**
  105022. * Gets camera class name
  105023. * @returns VRDeviceOrientationGamepadCamera
  105024. */
  105025. getClassName(): string;
  105026. }
  105027. }
  105028. declare module BABYLON {
  105029. /**
  105030. * Base class of materials working in push mode in babylon JS
  105031. * @hidden
  105032. */
  105033. export class PushMaterial extends Material {
  105034. protected _activeEffect: Effect;
  105035. protected _normalMatrix: Matrix;
  105036. /**
  105037. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105038. * This means that the material can keep using a previous shader while a new one is being compiled.
  105039. * This is mostly used when shader parallel compilation is supported (true by default)
  105040. */
  105041. allowShaderHotSwapping: boolean;
  105042. constructor(name: string, scene: Scene);
  105043. getEffect(): Effect;
  105044. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105045. /**
  105046. * Binds the given world matrix to the active effect
  105047. *
  105048. * @param world the matrix to bind
  105049. */
  105050. bindOnlyWorldMatrix(world: Matrix): void;
  105051. /**
  105052. * Binds the given normal matrix to the active effect
  105053. *
  105054. * @param normalMatrix the matrix to bind
  105055. */
  105056. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105057. bind(world: Matrix, mesh?: Mesh): void;
  105058. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105059. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105060. }
  105061. }
  105062. declare module BABYLON {
  105063. /**
  105064. * This groups all the flags used to control the materials channel.
  105065. */
  105066. export class MaterialFlags {
  105067. private static _DiffuseTextureEnabled;
  105068. /**
  105069. * Are diffuse textures enabled in the application.
  105070. */
  105071. static DiffuseTextureEnabled: boolean;
  105072. private static _AmbientTextureEnabled;
  105073. /**
  105074. * Are ambient textures enabled in the application.
  105075. */
  105076. static AmbientTextureEnabled: boolean;
  105077. private static _OpacityTextureEnabled;
  105078. /**
  105079. * Are opacity textures enabled in the application.
  105080. */
  105081. static OpacityTextureEnabled: boolean;
  105082. private static _ReflectionTextureEnabled;
  105083. /**
  105084. * Are reflection textures enabled in the application.
  105085. */
  105086. static ReflectionTextureEnabled: boolean;
  105087. private static _EmissiveTextureEnabled;
  105088. /**
  105089. * Are emissive textures enabled in the application.
  105090. */
  105091. static EmissiveTextureEnabled: boolean;
  105092. private static _SpecularTextureEnabled;
  105093. /**
  105094. * Are specular textures enabled in the application.
  105095. */
  105096. static SpecularTextureEnabled: boolean;
  105097. private static _BumpTextureEnabled;
  105098. /**
  105099. * Are bump textures enabled in the application.
  105100. */
  105101. static BumpTextureEnabled: boolean;
  105102. private static _LightmapTextureEnabled;
  105103. /**
  105104. * Are lightmap textures enabled in the application.
  105105. */
  105106. static LightmapTextureEnabled: boolean;
  105107. private static _RefractionTextureEnabled;
  105108. /**
  105109. * Are refraction textures enabled in the application.
  105110. */
  105111. static RefractionTextureEnabled: boolean;
  105112. private static _ColorGradingTextureEnabled;
  105113. /**
  105114. * Are color grading textures enabled in the application.
  105115. */
  105116. static ColorGradingTextureEnabled: boolean;
  105117. private static _FresnelEnabled;
  105118. /**
  105119. * Are fresnels enabled in the application.
  105120. */
  105121. static FresnelEnabled: boolean;
  105122. private static _ClearCoatTextureEnabled;
  105123. /**
  105124. * Are clear coat textures enabled in the application.
  105125. */
  105126. static ClearCoatTextureEnabled: boolean;
  105127. private static _ClearCoatBumpTextureEnabled;
  105128. /**
  105129. * Are clear coat bump textures enabled in the application.
  105130. */
  105131. static ClearCoatBumpTextureEnabled: boolean;
  105132. private static _ClearCoatTintTextureEnabled;
  105133. /**
  105134. * Are clear coat tint textures enabled in the application.
  105135. */
  105136. static ClearCoatTintTextureEnabled: boolean;
  105137. private static _SheenTextureEnabled;
  105138. /**
  105139. * Are sheen textures enabled in the application.
  105140. */
  105141. static SheenTextureEnabled: boolean;
  105142. private static _AnisotropicTextureEnabled;
  105143. /**
  105144. * Are anisotropic textures enabled in the application.
  105145. */
  105146. static AnisotropicTextureEnabled: boolean;
  105147. private static _ThicknessTextureEnabled;
  105148. /**
  105149. * Are thickness textures enabled in the application.
  105150. */
  105151. static ThicknessTextureEnabled: boolean;
  105152. }
  105153. }
  105154. declare module BABYLON {
  105155. /** @hidden */
  105156. export var defaultFragmentDeclaration: {
  105157. name: string;
  105158. shader: string;
  105159. };
  105160. }
  105161. declare module BABYLON {
  105162. /** @hidden */
  105163. export var defaultUboDeclaration: {
  105164. name: string;
  105165. shader: string;
  105166. };
  105167. }
  105168. declare module BABYLON {
  105169. /** @hidden */
  105170. export var lightFragmentDeclaration: {
  105171. name: string;
  105172. shader: string;
  105173. };
  105174. }
  105175. declare module BABYLON {
  105176. /** @hidden */
  105177. export var lightUboDeclaration: {
  105178. name: string;
  105179. shader: string;
  105180. };
  105181. }
  105182. declare module BABYLON {
  105183. /** @hidden */
  105184. export var lightsFragmentFunctions: {
  105185. name: string;
  105186. shader: string;
  105187. };
  105188. }
  105189. declare module BABYLON {
  105190. /** @hidden */
  105191. export var shadowsFragmentFunctions: {
  105192. name: string;
  105193. shader: string;
  105194. };
  105195. }
  105196. declare module BABYLON {
  105197. /** @hidden */
  105198. export var fresnelFunction: {
  105199. name: string;
  105200. shader: string;
  105201. };
  105202. }
  105203. declare module BABYLON {
  105204. /** @hidden */
  105205. export var reflectionFunction: {
  105206. name: string;
  105207. shader: string;
  105208. };
  105209. }
  105210. declare module BABYLON {
  105211. /** @hidden */
  105212. export var bumpFragmentFunctions: {
  105213. name: string;
  105214. shader: string;
  105215. };
  105216. }
  105217. declare module BABYLON {
  105218. /** @hidden */
  105219. export var logDepthDeclaration: {
  105220. name: string;
  105221. shader: string;
  105222. };
  105223. }
  105224. declare module BABYLON {
  105225. /** @hidden */
  105226. export var bumpFragment: {
  105227. name: string;
  105228. shader: string;
  105229. };
  105230. }
  105231. declare module BABYLON {
  105232. /** @hidden */
  105233. export var depthPrePass: {
  105234. name: string;
  105235. shader: string;
  105236. };
  105237. }
  105238. declare module BABYLON {
  105239. /** @hidden */
  105240. export var lightFragment: {
  105241. name: string;
  105242. shader: string;
  105243. };
  105244. }
  105245. declare module BABYLON {
  105246. /** @hidden */
  105247. export var logDepthFragment: {
  105248. name: string;
  105249. shader: string;
  105250. };
  105251. }
  105252. declare module BABYLON {
  105253. /** @hidden */
  105254. export var defaultPixelShader: {
  105255. name: string;
  105256. shader: string;
  105257. };
  105258. }
  105259. declare module BABYLON {
  105260. /** @hidden */
  105261. export var defaultVertexDeclaration: {
  105262. name: string;
  105263. shader: string;
  105264. };
  105265. }
  105266. declare module BABYLON {
  105267. /** @hidden */
  105268. export var bumpVertexDeclaration: {
  105269. name: string;
  105270. shader: string;
  105271. };
  105272. }
  105273. declare module BABYLON {
  105274. /** @hidden */
  105275. export var bumpVertex: {
  105276. name: string;
  105277. shader: string;
  105278. };
  105279. }
  105280. declare module BABYLON {
  105281. /** @hidden */
  105282. export var fogVertex: {
  105283. name: string;
  105284. shader: string;
  105285. };
  105286. }
  105287. declare module BABYLON {
  105288. /** @hidden */
  105289. export var shadowsVertex: {
  105290. name: string;
  105291. shader: string;
  105292. };
  105293. }
  105294. declare module BABYLON {
  105295. /** @hidden */
  105296. export var pointCloudVertex: {
  105297. name: string;
  105298. shader: string;
  105299. };
  105300. }
  105301. declare module BABYLON {
  105302. /** @hidden */
  105303. export var logDepthVertex: {
  105304. name: string;
  105305. shader: string;
  105306. };
  105307. }
  105308. declare module BABYLON {
  105309. /** @hidden */
  105310. export var defaultVertexShader: {
  105311. name: string;
  105312. shader: string;
  105313. };
  105314. }
  105315. declare module BABYLON {
  105316. /** @hidden */
  105317. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105318. MAINUV1: boolean;
  105319. MAINUV2: boolean;
  105320. DIFFUSE: boolean;
  105321. DIFFUSEDIRECTUV: number;
  105322. AMBIENT: boolean;
  105323. AMBIENTDIRECTUV: number;
  105324. OPACITY: boolean;
  105325. OPACITYDIRECTUV: number;
  105326. OPACITYRGB: boolean;
  105327. REFLECTION: boolean;
  105328. EMISSIVE: boolean;
  105329. EMISSIVEDIRECTUV: number;
  105330. SPECULAR: boolean;
  105331. SPECULARDIRECTUV: number;
  105332. BUMP: boolean;
  105333. BUMPDIRECTUV: number;
  105334. PARALLAX: boolean;
  105335. PARALLAXOCCLUSION: boolean;
  105336. SPECULAROVERALPHA: boolean;
  105337. CLIPPLANE: boolean;
  105338. CLIPPLANE2: boolean;
  105339. CLIPPLANE3: boolean;
  105340. CLIPPLANE4: boolean;
  105341. ALPHATEST: boolean;
  105342. DEPTHPREPASS: boolean;
  105343. ALPHAFROMDIFFUSE: boolean;
  105344. POINTSIZE: boolean;
  105345. FOG: boolean;
  105346. SPECULARTERM: boolean;
  105347. DIFFUSEFRESNEL: boolean;
  105348. OPACITYFRESNEL: boolean;
  105349. REFLECTIONFRESNEL: boolean;
  105350. REFRACTIONFRESNEL: boolean;
  105351. EMISSIVEFRESNEL: boolean;
  105352. FRESNEL: boolean;
  105353. NORMAL: boolean;
  105354. UV1: boolean;
  105355. UV2: boolean;
  105356. VERTEXCOLOR: boolean;
  105357. VERTEXALPHA: boolean;
  105358. NUM_BONE_INFLUENCERS: number;
  105359. BonesPerMesh: number;
  105360. BONETEXTURE: boolean;
  105361. INSTANCES: boolean;
  105362. GLOSSINESS: boolean;
  105363. ROUGHNESS: boolean;
  105364. EMISSIVEASILLUMINATION: boolean;
  105365. LINKEMISSIVEWITHDIFFUSE: boolean;
  105366. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105367. LIGHTMAP: boolean;
  105368. LIGHTMAPDIRECTUV: number;
  105369. OBJECTSPACE_NORMALMAP: boolean;
  105370. USELIGHTMAPASSHADOWMAP: boolean;
  105371. REFLECTIONMAP_3D: boolean;
  105372. REFLECTIONMAP_SPHERICAL: boolean;
  105373. REFLECTIONMAP_PLANAR: boolean;
  105374. REFLECTIONMAP_CUBIC: boolean;
  105375. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105376. REFLECTIONMAP_PROJECTION: boolean;
  105377. REFLECTIONMAP_SKYBOX: boolean;
  105378. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105379. REFLECTIONMAP_EXPLICIT: boolean;
  105380. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105381. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105382. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105383. INVERTCUBICMAP: boolean;
  105384. LOGARITHMICDEPTH: boolean;
  105385. REFRACTION: boolean;
  105386. REFRACTIONMAP_3D: boolean;
  105387. REFLECTIONOVERALPHA: boolean;
  105388. TWOSIDEDLIGHTING: boolean;
  105389. SHADOWFLOAT: boolean;
  105390. MORPHTARGETS: boolean;
  105391. MORPHTARGETS_NORMAL: boolean;
  105392. MORPHTARGETS_TANGENT: boolean;
  105393. MORPHTARGETS_UV: boolean;
  105394. NUM_MORPH_INFLUENCERS: number;
  105395. NONUNIFORMSCALING: boolean;
  105396. PREMULTIPLYALPHA: boolean;
  105397. IMAGEPROCESSING: boolean;
  105398. VIGNETTE: boolean;
  105399. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105400. VIGNETTEBLENDMODEOPAQUE: boolean;
  105401. TONEMAPPING: boolean;
  105402. TONEMAPPING_ACES: boolean;
  105403. CONTRAST: boolean;
  105404. COLORCURVES: boolean;
  105405. COLORGRADING: boolean;
  105406. COLORGRADING3D: boolean;
  105407. SAMPLER3DGREENDEPTH: boolean;
  105408. SAMPLER3DBGRMAP: boolean;
  105409. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105410. MULTIVIEW: boolean;
  105411. /**
  105412. * If the reflection texture on this material is in linear color space
  105413. * @hidden
  105414. */
  105415. IS_REFLECTION_LINEAR: boolean;
  105416. /**
  105417. * If the refraction texture on this material is in linear color space
  105418. * @hidden
  105419. */
  105420. IS_REFRACTION_LINEAR: boolean;
  105421. EXPOSURE: boolean;
  105422. constructor();
  105423. setReflectionMode(modeToEnable: string): void;
  105424. }
  105425. /**
  105426. * This is the default material used in Babylon. It is the best trade off between quality
  105427. * and performances.
  105428. * @see http://doc.babylonjs.com/babylon101/materials
  105429. */
  105430. export class StandardMaterial extends PushMaterial {
  105431. private _diffuseTexture;
  105432. /**
  105433. * The basic texture of the material as viewed under a light.
  105434. */
  105435. diffuseTexture: Nullable<BaseTexture>;
  105436. private _ambientTexture;
  105437. /**
  105438. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105439. */
  105440. ambientTexture: Nullable<BaseTexture>;
  105441. private _opacityTexture;
  105442. /**
  105443. * Define the transparency of the material from a texture.
  105444. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105445. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105446. */
  105447. opacityTexture: Nullable<BaseTexture>;
  105448. private _reflectionTexture;
  105449. /**
  105450. * Define the texture used to display the reflection.
  105451. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105452. */
  105453. reflectionTexture: Nullable<BaseTexture>;
  105454. private _emissiveTexture;
  105455. /**
  105456. * Define texture of the material as if self lit.
  105457. * This will be mixed in the final result even in the absence of light.
  105458. */
  105459. emissiveTexture: Nullable<BaseTexture>;
  105460. private _specularTexture;
  105461. /**
  105462. * Define how the color and intensity of the highlight given by the light in the material.
  105463. */
  105464. specularTexture: Nullable<BaseTexture>;
  105465. private _bumpTexture;
  105466. /**
  105467. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105468. * 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.
  105469. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105470. */
  105471. bumpTexture: Nullable<BaseTexture>;
  105472. private _lightmapTexture;
  105473. /**
  105474. * Complex lighting can be computationally expensive to compute at runtime.
  105475. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105476. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105477. */
  105478. lightmapTexture: Nullable<BaseTexture>;
  105479. private _refractionTexture;
  105480. /**
  105481. * Define the texture used to display the refraction.
  105482. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105483. */
  105484. refractionTexture: Nullable<BaseTexture>;
  105485. /**
  105486. * The color of the material lit by the environmental background lighting.
  105487. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105488. */
  105489. ambientColor: Color3;
  105490. /**
  105491. * The basic color of the material as viewed under a light.
  105492. */
  105493. diffuseColor: Color3;
  105494. /**
  105495. * Define how the color and intensity of the highlight given by the light in the material.
  105496. */
  105497. specularColor: Color3;
  105498. /**
  105499. * Define the color of the material as if self lit.
  105500. * This will be mixed in the final result even in the absence of light.
  105501. */
  105502. emissiveColor: Color3;
  105503. /**
  105504. * Defines how sharp are the highlights in the material.
  105505. * The bigger the value the sharper giving a more glossy feeling to the result.
  105506. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105507. */
  105508. specularPower: number;
  105509. private _useAlphaFromDiffuseTexture;
  105510. /**
  105511. * Does the transparency come from the diffuse texture alpha channel.
  105512. */
  105513. useAlphaFromDiffuseTexture: boolean;
  105514. private _useEmissiveAsIllumination;
  105515. /**
  105516. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105517. */
  105518. useEmissiveAsIllumination: boolean;
  105519. private _linkEmissiveWithDiffuse;
  105520. /**
  105521. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105522. * the emissive level when the final color is close to one.
  105523. */
  105524. linkEmissiveWithDiffuse: boolean;
  105525. private _useSpecularOverAlpha;
  105526. /**
  105527. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105528. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105529. */
  105530. useSpecularOverAlpha: boolean;
  105531. private _useReflectionOverAlpha;
  105532. /**
  105533. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105534. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105535. */
  105536. useReflectionOverAlpha: boolean;
  105537. private _disableLighting;
  105538. /**
  105539. * Does lights from the scene impacts this material.
  105540. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105541. */
  105542. disableLighting: boolean;
  105543. private _useObjectSpaceNormalMap;
  105544. /**
  105545. * Allows using an object space normal map (instead of tangent space).
  105546. */
  105547. useObjectSpaceNormalMap: boolean;
  105548. private _useParallax;
  105549. /**
  105550. * Is parallax enabled or not.
  105551. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105552. */
  105553. useParallax: boolean;
  105554. private _useParallaxOcclusion;
  105555. /**
  105556. * Is parallax occlusion enabled or not.
  105557. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105558. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105559. */
  105560. useParallaxOcclusion: boolean;
  105561. /**
  105562. * 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.
  105563. */
  105564. parallaxScaleBias: number;
  105565. private _roughness;
  105566. /**
  105567. * Helps to define how blurry the reflections should appears in the material.
  105568. */
  105569. roughness: number;
  105570. /**
  105571. * In case of refraction, define the value of the index of refraction.
  105572. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105573. */
  105574. indexOfRefraction: number;
  105575. /**
  105576. * Invert the refraction texture alongside the y axis.
  105577. * It can be useful with procedural textures or probe for instance.
  105578. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105579. */
  105580. invertRefractionY: boolean;
  105581. /**
  105582. * Defines the alpha limits in alpha test mode.
  105583. */
  105584. alphaCutOff: number;
  105585. private _useLightmapAsShadowmap;
  105586. /**
  105587. * In case of light mapping, define whether the map contains light or shadow informations.
  105588. */
  105589. useLightmapAsShadowmap: boolean;
  105590. private _diffuseFresnelParameters;
  105591. /**
  105592. * Define the diffuse fresnel parameters of the material.
  105593. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105594. */
  105595. diffuseFresnelParameters: FresnelParameters;
  105596. private _opacityFresnelParameters;
  105597. /**
  105598. * Define the opacity fresnel parameters of the material.
  105599. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105600. */
  105601. opacityFresnelParameters: FresnelParameters;
  105602. private _reflectionFresnelParameters;
  105603. /**
  105604. * Define the reflection fresnel parameters of the material.
  105605. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105606. */
  105607. reflectionFresnelParameters: FresnelParameters;
  105608. private _refractionFresnelParameters;
  105609. /**
  105610. * Define the refraction fresnel parameters of the material.
  105611. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105612. */
  105613. refractionFresnelParameters: FresnelParameters;
  105614. private _emissiveFresnelParameters;
  105615. /**
  105616. * Define the emissive fresnel parameters of the material.
  105617. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105618. */
  105619. emissiveFresnelParameters: FresnelParameters;
  105620. private _useReflectionFresnelFromSpecular;
  105621. /**
  105622. * If true automatically deducts the fresnels values from the material specularity.
  105623. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105624. */
  105625. useReflectionFresnelFromSpecular: boolean;
  105626. private _useGlossinessFromSpecularMapAlpha;
  105627. /**
  105628. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105629. */
  105630. useGlossinessFromSpecularMapAlpha: boolean;
  105631. private _maxSimultaneousLights;
  105632. /**
  105633. * Defines the maximum number of lights that can be used in the material
  105634. */
  105635. maxSimultaneousLights: number;
  105636. private _invertNormalMapX;
  105637. /**
  105638. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105639. */
  105640. invertNormalMapX: boolean;
  105641. private _invertNormalMapY;
  105642. /**
  105643. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105644. */
  105645. invertNormalMapY: boolean;
  105646. private _twoSidedLighting;
  105647. /**
  105648. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105649. */
  105650. twoSidedLighting: boolean;
  105651. /**
  105652. * Default configuration related to image processing available in the standard Material.
  105653. */
  105654. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105655. /**
  105656. * Gets the image processing configuration used either in this material.
  105657. */
  105658. /**
  105659. * Sets the Default image processing configuration used either in the this material.
  105660. *
  105661. * If sets to null, the scene one is in use.
  105662. */
  105663. imageProcessingConfiguration: ImageProcessingConfiguration;
  105664. /**
  105665. * Keep track of the image processing observer to allow dispose and replace.
  105666. */
  105667. private _imageProcessingObserver;
  105668. /**
  105669. * Attaches a new image processing configuration to the Standard Material.
  105670. * @param configuration
  105671. */
  105672. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105673. /**
  105674. * Gets wether the color curves effect is enabled.
  105675. */
  105676. /**
  105677. * Sets wether the color curves effect is enabled.
  105678. */
  105679. cameraColorCurvesEnabled: boolean;
  105680. /**
  105681. * Gets wether the color grading effect is enabled.
  105682. */
  105683. /**
  105684. * Gets wether the color grading effect is enabled.
  105685. */
  105686. cameraColorGradingEnabled: boolean;
  105687. /**
  105688. * Gets wether tonemapping is enabled or not.
  105689. */
  105690. /**
  105691. * Sets wether tonemapping is enabled or not
  105692. */
  105693. cameraToneMappingEnabled: boolean;
  105694. /**
  105695. * The camera exposure used on this material.
  105696. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105697. * This corresponds to a photographic exposure.
  105698. */
  105699. /**
  105700. * The camera exposure used on this material.
  105701. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105702. * This corresponds to a photographic exposure.
  105703. */
  105704. cameraExposure: number;
  105705. /**
  105706. * Gets The camera contrast used on this material.
  105707. */
  105708. /**
  105709. * Sets The camera contrast used on this material.
  105710. */
  105711. cameraContrast: number;
  105712. /**
  105713. * Gets the Color Grading 2D Lookup Texture.
  105714. */
  105715. /**
  105716. * Sets the Color Grading 2D Lookup Texture.
  105717. */
  105718. cameraColorGradingTexture: Nullable<BaseTexture>;
  105719. /**
  105720. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105721. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105722. * 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;
  105723. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105724. */
  105725. /**
  105726. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105727. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105728. * 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;
  105729. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105730. */
  105731. cameraColorCurves: Nullable<ColorCurves>;
  105732. /**
  105733. * Custom callback helping to override the default shader used in the material.
  105734. */
  105735. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105736. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105737. protected _worldViewProjectionMatrix: Matrix;
  105738. protected _globalAmbientColor: Color3;
  105739. protected _useLogarithmicDepth: boolean;
  105740. protected _rebuildInParallel: boolean;
  105741. /**
  105742. * Instantiates a new standard material.
  105743. * This is the default material used in Babylon. It is the best trade off between quality
  105744. * and performances.
  105745. * @see http://doc.babylonjs.com/babylon101/materials
  105746. * @param name Define the name of the material in the scene
  105747. * @param scene Define the scene the material belong to
  105748. */
  105749. constructor(name: string, scene: Scene);
  105750. /**
  105751. * Gets a boolean indicating that current material needs to register RTT
  105752. */
  105753. readonly hasRenderTargetTextures: boolean;
  105754. /**
  105755. * Gets the current class name of the material e.g. "StandardMaterial"
  105756. * Mainly use in serialization.
  105757. * @returns the class name
  105758. */
  105759. getClassName(): string;
  105760. /**
  105761. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105762. * You can try switching to logarithmic depth.
  105763. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105764. */
  105765. useLogarithmicDepth: boolean;
  105766. /**
  105767. * Specifies if the material will require alpha blending
  105768. * @returns a boolean specifying if alpha blending is needed
  105769. */
  105770. needAlphaBlending(): boolean;
  105771. /**
  105772. * Specifies if this material should be rendered in alpha test mode
  105773. * @returns a boolean specifying if an alpha test is needed.
  105774. */
  105775. needAlphaTesting(): boolean;
  105776. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105777. /**
  105778. * Get the texture used for alpha test purpose.
  105779. * @returns the diffuse texture in case of the standard material.
  105780. */
  105781. getAlphaTestTexture(): Nullable<BaseTexture>;
  105782. /**
  105783. * Get if the submesh is ready to be used and all its information available.
  105784. * Child classes can use it to update shaders
  105785. * @param mesh defines the mesh to check
  105786. * @param subMesh defines which submesh to check
  105787. * @param useInstances specifies that instances should be used
  105788. * @returns a boolean indicating that the submesh is ready or not
  105789. */
  105790. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105791. /**
  105792. * Builds the material UBO layouts.
  105793. * Used internally during the effect preparation.
  105794. */
  105795. buildUniformLayout(): void;
  105796. /**
  105797. * Unbinds the material from the mesh
  105798. */
  105799. unbind(): void;
  105800. /**
  105801. * Binds the submesh to this material by preparing the effect and shader to draw
  105802. * @param world defines the world transformation matrix
  105803. * @param mesh defines the mesh containing the submesh
  105804. * @param subMesh defines the submesh to bind the material to
  105805. */
  105806. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105807. /**
  105808. * Get the list of animatables in the material.
  105809. * @returns the list of animatables object used in the material
  105810. */
  105811. getAnimatables(): IAnimatable[];
  105812. /**
  105813. * Gets the active textures from the material
  105814. * @returns an array of textures
  105815. */
  105816. getActiveTextures(): BaseTexture[];
  105817. /**
  105818. * Specifies if the material uses a texture
  105819. * @param texture defines the texture to check against the material
  105820. * @returns a boolean specifying if the material uses the texture
  105821. */
  105822. hasTexture(texture: BaseTexture): boolean;
  105823. /**
  105824. * Disposes the material
  105825. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105826. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105827. */
  105828. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105829. /**
  105830. * Makes a duplicate of the material, and gives it a new name
  105831. * @param name defines the new name for the duplicated material
  105832. * @returns the cloned material
  105833. */
  105834. clone(name: string): StandardMaterial;
  105835. /**
  105836. * Serializes this material in a JSON representation
  105837. * @returns the serialized material object
  105838. */
  105839. serialize(): any;
  105840. /**
  105841. * Creates a standard material from parsed material data
  105842. * @param source defines the JSON representation of the material
  105843. * @param scene defines the hosting scene
  105844. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105845. * @returns a new standard material
  105846. */
  105847. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105848. /**
  105849. * Are diffuse textures enabled in the application.
  105850. */
  105851. static DiffuseTextureEnabled: boolean;
  105852. /**
  105853. * Are ambient textures enabled in the application.
  105854. */
  105855. static AmbientTextureEnabled: boolean;
  105856. /**
  105857. * Are opacity textures enabled in the application.
  105858. */
  105859. static OpacityTextureEnabled: boolean;
  105860. /**
  105861. * Are reflection textures enabled in the application.
  105862. */
  105863. static ReflectionTextureEnabled: boolean;
  105864. /**
  105865. * Are emissive textures enabled in the application.
  105866. */
  105867. static EmissiveTextureEnabled: boolean;
  105868. /**
  105869. * Are specular textures enabled in the application.
  105870. */
  105871. static SpecularTextureEnabled: boolean;
  105872. /**
  105873. * Are bump textures enabled in the application.
  105874. */
  105875. static BumpTextureEnabled: boolean;
  105876. /**
  105877. * Are lightmap textures enabled in the application.
  105878. */
  105879. static LightmapTextureEnabled: boolean;
  105880. /**
  105881. * Are refraction textures enabled in the application.
  105882. */
  105883. static RefractionTextureEnabled: boolean;
  105884. /**
  105885. * Are color grading textures enabled in the application.
  105886. */
  105887. static ColorGradingTextureEnabled: boolean;
  105888. /**
  105889. * Are fresnels enabled in the application.
  105890. */
  105891. static FresnelEnabled: boolean;
  105892. }
  105893. }
  105894. declare module BABYLON {
  105895. /**
  105896. * A class extending Texture allowing drawing on a texture
  105897. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105898. */
  105899. export class DynamicTexture extends Texture {
  105900. private _generateMipMaps;
  105901. private _canvas;
  105902. private _context;
  105903. private _engine;
  105904. /**
  105905. * Creates a DynamicTexture
  105906. * @param name defines the name of the texture
  105907. * @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
  105908. * @param scene defines the scene where you want the texture
  105909. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105910. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105911. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105912. */
  105913. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105914. /**
  105915. * Get the current class name of the texture useful for serialization or dynamic coding.
  105916. * @returns "DynamicTexture"
  105917. */
  105918. getClassName(): string;
  105919. /**
  105920. * Gets the current state of canRescale
  105921. */
  105922. readonly canRescale: boolean;
  105923. private _recreate;
  105924. /**
  105925. * Scales the texture
  105926. * @param ratio the scale factor to apply to both width and height
  105927. */
  105928. scale(ratio: number): void;
  105929. /**
  105930. * Resizes the texture
  105931. * @param width the new width
  105932. * @param height the new height
  105933. */
  105934. scaleTo(width: number, height: number): void;
  105935. /**
  105936. * Gets the context of the canvas used by the texture
  105937. * @returns the canvas context of the dynamic texture
  105938. */
  105939. getContext(): CanvasRenderingContext2D;
  105940. /**
  105941. * Clears the texture
  105942. */
  105943. clear(): void;
  105944. /**
  105945. * Updates the texture
  105946. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105947. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105948. */
  105949. update(invertY?: boolean, premulAlpha?: boolean): void;
  105950. /**
  105951. * Draws text onto the texture
  105952. * @param text defines the text to be drawn
  105953. * @param x defines the placement of the text from the left
  105954. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105955. * @param font defines the font to be used with font-style, font-size, font-name
  105956. * @param color defines the color used for the text
  105957. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105958. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105959. * @param update defines whether texture is immediately update (default is true)
  105960. */
  105961. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105962. /**
  105963. * Clones the texture
  105964. * @returns the clone of the texture.
  105965. */
  105966. clone(): DynamicTexture;
  105967. /**
  105968. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105969. * @returns a serialized dynamic texture object
  105970. */
  105971. serialize(): any;
  105972. /** @hidden */
  105973. _rebuild(): void;
  105974. }
  105975. }
  105976. declare module BABYLON {
  105977. /** @hidden */
  105978. export var imageProcessingPixelShader: {
  105979. name: string;
  105980. shader: string;
  105981. };
  105982. }
  105983. declare module BABYLON {
  105984. /**
  105985. * ImageProcessingPostProcess
  105986. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105987. */
  105988. export class ImageProcessingPostProcess extends PostProcess {
  105989. /**
  105990. * Default configuration related to image processing available in the PBR Material.
  105991. */
  105992. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105993. /**
  105994. * Gets the image processing configuration used either in this material.
  105995. */
  105996. /**
  105997. * Sets the Default image processing configuration used either in the this material.
  105998. *
  105999. * If sets to null, the scene one is in use.
  106000. */
  106001. imageProcessingConfiguration: ImageProcessingConfiguration;
  106002. /**
  106003. * Keep track of the image processing observer to allow dispose and replace.
  106004. */
  106005. private _imageProcessingObserver;
  106006. /**
  106007. * Attaches a new image processing configuration to the PBR Material.
  106008. * @param configuration
  106009. */
  106010. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106011. /**
  106012. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106013. */
  106014. /**
  106015. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106016. */
  106017. colorCurves: Nullable<ColorCurves>;
  106018. /**
  106019. * Gets wether the color curves effect is enabled.
  106020. */
  106021. /**
  106022. * Sets wether the color curves effect is enabled.
  106023. */
  106024. colorCurvesEnabled: boolean;
  106025. /**
  106026. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106027. */
  106028. /**
  106029. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106030. */
  106031. colorGradingTexture: Nullable<BaseTexture>;
  106032. /**
  106033. * Gets wether the color grading effect is enabled.
  106034. */
  106035. /**
  106036. * Gets wether the color grading effect is enabled.
  106037. */
  106038. colorGradingEnabled: boolean;
  106039. /**
  106040. * Gets exposure used in the effect.
  106041. */
  106042. /**
  106043. * Sets exposure used in the effect.
  106044. */
  106045. exposure: number;
  106046. /**
  106047. * Gets wether tonemapping is enabled or not.
  106048. */
  106049. /**
  106050. * Sets wether tonemapping is enabled or not
  106051. */
  106052. toneMappingEnabled: boolean;
  106053. /**
  106054. * Gets the type of tone mapping effect.
  106055. */
  106056. /**
  106057. * Sets the type of tone mapping effect.
  106058. */
  106059. toneMappingType: number;
  106060. /**
  106061. * Gets contrast used in the effect.
  106062. */
  106063. /**
  106064. * Sets contrast used in the effect.
  106065. */
  106066. contrast: number;
  106067. /**
  106068. * Gets Vignette stretch size.
  106069. */
  106070. /**
  106071. * Sets Vignette stretch size.
  106072. */
  106073. vignetteStretch: number;
  106074. /**
  106075. * Gets Vignette centre X Offset.
  106076. */
  106077. /**
  106078. * Sets Vignette centre X Offset.
  106079. */
  106080. vignetteCentreX: number;
  106081. /**
  106082. * Gets Vignette centre Y Offset.
  106083. */
  106084. /**
  106085. * Sets Vignette centre Y Offset.
  106086. */
  106087. vignetteCentreY: number;
  106088. /**
  106089. * Gets Vignette weight or intensity of the vignette effect.
  106090. */
  106091. /**
  106092. * Sets Vignette weight or intensity of the vignette effect.
  106093. */
  106094. vignetteWeight: number;
  106095. /**
  106096. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106097. * if vignetteEnabled is set to true.
  106098. */
  106099. /**
  106100. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106101. * if vignetteEnabled is set to true.
  106102. */
  106103. vignetteColor: Color4;
  106104. /**
  106105. * Gets Camera field of view used by the Vignette effect.
  106106. */
  106107. /**
  106108. * Sets Camera field of view used by the Vignette effect.
  106109. */
  106110. vignetteCameraFov: number;
  106111. /**
  106112. * Gets the vignette blend mode allowing different kind of effect.
  106113. */
  106114. /**
  106115. * Sets the vignette blend mode allowing different kind of effect.
  106116. */
  106117. vignetteBlendMode: number;
  106118. /**
  106119. * Gets wether the vignette effect is enabled.
  106120. */
  106121. /**
  106122. * Sets wether the vignette effect is enabled.
  106123. */
  106124. vignetteEnabled: boolean;
  106125. private _fromLinearSpace;
  106126. /**
  106127. * Gets wether the input of the processing is in Gamma or Linear Space.
  106128. */
  106129. /**
  106130. * Sets wether the input of the processing is in Gamma or Linear Space.
  106131. */
  106132. fromLinearSpace: boolean;
  106133. /**
  106134. * Defines cache preventing GC.
  106135. */
  106136. private _defines;
  106137. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106138. /**
  106139. * "ImageProcessingPostProcess"
  106140. * @returns "ImageProcessingPostProcess"
  106141. */
  106142. getClassName(): string;
  106143. protected _updateParameters(): void;
  106144. dispose(camera?: Camera): void;
  106145. }
  106146. }
  106147. declare module BABYLON {
  106148. /**
  106149. * Class containing static functions to help procedurally build meshes
  106150. */
  106151. export class GroundBuilder {
  106152. /**
  106153. * Creates a ground mesh
  106154. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106155. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106156. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106157. * @param name defines the name of the mesh
  106158. * @param options defines the options used to create the mesh
  106159. * @param scene defines the hosting scene
  106160. * @returns the ground mesh
  106161. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106162. */
  106163. static CreateGround(name: string, options: {
  106164. width?: number;
  106165. height?: number;
  106166. subdivisions?: number;
  106167. subdivisionsX?: number;
  106168. subdivisionsY?: number;
  106169. updatable?: boolean;
  106170. }, scene: any): Mesh;
  106171. /**
  106172. * Creates a tiled ground mesh
  106173. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106174. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106175. * * 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
  106176. * * 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
  106177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106178. * @param name defines the name of the mesh
  106179. * @param options defines the options used to create the mesh
  106180. * @param scene defines the hosting scene
  106181. * @returns the tiled ground mesh
  106182. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106183. */
  106184. static CreateTiledGround(name: string, options: {
  106185. xmin: number;
  106186. zmin: number;
  106187. xmax: number;
  106188. zmax: number;
  106189. subdivisions?: {
  106190. w: number;
  106191. h: number;
  106192. };
  106193. precision?: {
  106194. w: number;
  106195. h: number;
  106196. };
  106197. updatable?: boolean;
  106198. }, scene?: Nullable<Scene>): Mesh;
  106199. /**
  106200. * Creates a ground mesh from a height map
  106201. * * The parameter `url` sets the URL of the height map image resource.
  106202. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106203. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106204. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106205. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106206. * * 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.
  106207. * * 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).
  106208. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106210. * @param name defines the name of the mesh
  106211. * @param url defines the url to the height map
  106212. * @param options defines the options used to create the mesh
  106213. * @param scene defines the hosting scene
  106214. * @returns the ground mesh
  106215. * @see https://doc.babylonjs.com/babylon101/height_map
  106216. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106217. */
  106218. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106219. width?: number;
  106220. height?: number;
  106221. subdivisions?: number;
  106222. minHeight?: number;
  106223. maxHeight?: number;
  106224. colorFilter?: Color3;
  106225. alphaFilter?: number;
  106226. updatable?: boolean;
  106227. onReady?: (mesh: GroundMesh) => void;
  106228. }, scene?: Nullable<Scene>): GroundMesh;
  106229. }
  106230. }
  106231. declare module BABYLON {
  106232. /**
  106233. * Class containing static functions to help procedurally build meshes
  106234. */
  106235. export class TorusBuilder {
  106236. /**
  106237. * Creates a torus mesh
  106238. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106239. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106240. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106241. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106242. * * If you create a double-sided mesh, you can choose what parts of 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
  106243. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106244. * @param name defines the name of the mesh
  106245. * @param options defines the options used to create the mesh
  106246. * @param scene defines the hosting scene
  106247. * @returns the torus mesh
  106248. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106249. */
  106250. static CreateTorus(name: string, options: {
  106251. diameter?: number;
  106252. thickness?: number;
  106253. tessellation?: number;
  106254. updatable?: boolean;
  106255. sideOrientation?: number;
  106256. frontUVs?: Vector4;
  106257. backUVs?: Vector4;
  106258. }, scene: any): Mesh;
  106259. }
  106260. }
  106261. declare module BABYLON {
  106262. /**
  106263. * Class containing static functions to help procedurally build meshes
  106264. */
  106265. export class CylinderBuilder {
  106266. /**
  106267. * Creates a cylinder or a cone mesh
  106268. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106269. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106270. * * 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.
  106271. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106272. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106273. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106274. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106275. * * 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).
  106276. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106277. * * 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).
  106278. * * 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
  106279. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106280. * * 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
  106281. * * 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.
  106282. * * If `enclose` is false, a ring surface is one element.
  106283. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106284. * * 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
  106285. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106286. * * If you create a double-sided mesh, you can choose what parts of 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
  106287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106288. * @param name defines the name of the mesh
  106289. * @param options defines the options used to create the mesh
  106290. * @param scene defines the hosting scene
  106291. * @returns the cylinder mesh
  106292. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106293. */
  106294. static CreateCylinder(name: string, options: {
  106295. height?: number;
  106296. diameterTop?: number;
  106297. diameterBottom?: number;
  106298. diameter?: number;
  106299. tessellation?: number;
  106300. subdivisions?: number;
  106301. arc?: number;
  106302. faceColors?: Color4[];
  106303. faceUV?: Vector4[];
  106304. updatable?: boolean;
  106305. hasRings?: boolean;
  106306. enclose?: boolean;
  106307. cap?: number;
  106308. sideOrientation?: number;
  106309. frontUVs?: Vector4;
  106310. backUVs?: Vector4;
  106311. }, scene: any): Mesh;
  106312. }
  106313. }
  106314. declare module BABYLON {
  106315. /**
  106316. * Options to modify the vr teleportation behavior.
  106317. */
  106318. export interface VRTeleportationOptions {
  106319. /**
  106320. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106321. */
  106322. floorMeshName?: string;
  106323. /**
  106324. * A list of meshes to be used as the teleportation floor. (default: empty)
  106325. */
  106326. floorMeshes?: Mesh[];
  106327. }
  106328. /**
  106329. * Options to modify the vr experience helper's behavior.
  106330. */
  106331. export interface VRExperienceHelperOptions extends WebVROptions {
  106332. /**
  106333. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106334. */
  106335. createDeviceOrientationCamera?: boolean;
  106336. /**
  106337. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106338. */
  106339. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106340. /**
  106341. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106342. */
  106343. laserToggle?: boolean;
  106344. /**
  106345. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106346. */
  106347. floorMeshes?: Mesh[];
  106348. /**
  106349. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106350. */
  106351. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106352. }
  106353. /**
  106354. * Event containing information after VR has been entered
  106355. */
  106356. export class OnAfterEnteringVRObservableEvent {
  106357. /**
  106358. * If entering vr was successful
  106359. */
  106360. success: boolean;
  106361. }
  106362. /**
  106363. * Helps to quickly add VR support to an existing scene.
  106364. * See http://doc.babylonjs.com/how_to/webvr_helper
  106365. */
  106366. export class VRExperienceHelper {
  106367. /** Options to modify the vr experience helper's behavior. */
  106368. webVROptions: VRExperienceHelperOptions;
  106369. private _scene;
  106370. private _position;
  106371. private _btnVR;
  106372. private _btnVRDisplayed;
  106373. private _webVRsupported;
  106374. private _webVRready;
  106375. private _webVRrequesting;
  106376. private _webVRpresenting;
  106377. private _hasEnteredVR;
  106378. private _fullscreenVRpresenting;
  106379. private _canvas;
  106380. private _webVRCamera;
  106381. private _vrDeviceOrientationCamera;
  106382. private _deviceOrientationCamera;
  106383. private _existingCamera;
  106384. private _onKeyDown;
  106385. private _onVrDisplayPresentChange;
  106386. private _onVRDisplayChanged;
  106387. private _onVRRequestPresentStart;
  106388. private _onVRRequestPresentComplete;
  106389. /**
  106390. * 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)
  106391. */
  106392. enableGazeEvenWhenNoPointerLock: boolean;
  106393. /**
  106394. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106395. */
  106396. exitVROnDoubleTap: boolean;
  106397. /**
  106398. * Observable raised right before entering VR.
  106399. */
  106400. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106401. /**
  106402. * Observable raised when entering VR has completed.
  106403. */
  106404. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106405. /**
  106406. * Observable raised when exiting VR.
  106407. */
  106408. onExitingVRObservable: Observable<VRExperienceHelper>;
  106409. /**
  106410. * Observable raised when controller mesh is loaded.
  106411. */
  106412. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106413. /** Return this.onEnteringVRObservable
  106414. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106415. */
  106416. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106417. /** Return this.onExitingVRObservable
  106418. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106419. */
  106420. readonly onExitingVR: Observable<VRExperienceHelper>;
  106421. /** Return this.onControllerMeshLoadedObservable
  106422. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106423. */
  106424. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106425. private _rayLength;
  106426. private _useCustomVRButton;
  106427. private _teleportationRequested;
  106428. private _teleportActive;
  106429. private _floorMeshName;
  106430. private _floorMeshesCollection;
  106431. private _rotationAllowed;
  106432. private _teleportBackwardsVector;
  106433. private _teleportationTarget;
  106434. private _isDefaultTeleportationTarget;
  106435. private _postProcessMove;
  106436. private _teleportationFillColor;
  106437. private _teleportationBorderColor;
  106438. private _rotationAngle;
  106439. private _haloCenter;
  106440. private _cameraGazer;
  106441. private _padSensibilityUp;
  106442. private _padSensibilityDown;
  106443. private _leftController;
  106444. private _rightController;
  106445. /**
  106446. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106447. */
  106448. onNewMeshSelected: Observable<AbstractMesh>;
  106449. /**
  106450. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106451. * This observable will provide the mesh and the controller used to select the mesh
  106452. */
  106453. onMeshSelectedWithController: Observable<{
  106454. mesh: AbstractMesh;
  106455. controller: WebVRController;
  106456. }>;
  106457. /**
  106458. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106459. */
  106460. onNewMeshPicked: Observable<PickingInfo>;
  106461. private _circleEase;
  106462. /**
  106463. * Observable raised before camera teleportation
  106464. */
  106465. onBeforeCameraTeleport: Observable<Vector3>;
  106466. /**
  106467. * Observable raised after camera teleportation
  106468. */
  106469. onAfterCameraTeleport: Observable<Vector3>;
  106470. /**
  106471. * Observable raised when current selected mesh gets unselected
  106472. */
  106473. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106474. private _raySelectionPredicate;
  106475. /**
  106476. * To be optionaly changed by user to define custom ray selection
  106477. */
  106478. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106479. /**
  106480. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106481. */
  106482. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106483. /**
  106484. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106485. */
  106486. teleportationEnabled: boolean;
  106487. private _defaultHeight;
  106488. private _teleportationInitialized;
  106489. private _interactionsEnabled;
  106490. private _interactionsRequested;
  106491. private _displayGaze;
  106492. private _displayLaserPointer;
  106493. /**
  106494. * The mesh used to display where the user is going to teleport.
  106495. */
  106496. /**
  106497. * Sets the mesh to be used to display where the user is going to teleport.
  106498. */
  106499. teleportationTarget: Mesh;
  106500. /**
  106501. * 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
  106502. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106503. * See http://doc.babylonjs.com/resources/baking_transformations
  106504. */
  106505. gazeTrackerMesh: Mesh;
  106506. /**
  106507. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106508. */
  106509. updateGazeTrackerScale: boolean;
  106510. /**
  106511. * If the gaze trackers color should be updated when selecting meshes
  106512. */
  106513. updateGazeTrackerColor: boolean;
  106514. /**
  106515. * The gaze tracking mesh corresponding to the left controller
  106516. */
  106517. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106518. /**
  106519. * The gaze tracking mesh corresponding to the right controller
  106520. */
  106521. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106522. /**
  106523. * If the ray of the gaze should be displayed.
  106524. */
  106525. /**
  106526. * Sets if the ray of the gaze should be displayed.
  106527. */
  106528. displayGaze: boolean;
  106529. /**
  106530. * If the ray of the LaserPointer should be displayed.
  106531. */
  106532. /**
  106533. * Sets if the ray of the LaserPointer should be displayed.
  106534. */
  106535. displayLaserPointer: boolean;
  106536. /**
  106537. * The deviceOrientationCamera used as the camera when not in VR.
  106538. */
  106539. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106540. /**
  106541. * Based on the current WebVR support, returns the current VR camera used.
  106542. */
  106543. readonly currentVRCamera: Nullable<Camera>;
  106544. /**
  106545. * The webVRCamera which is used when in VR.
  106546. */
  106547. readonly webVRCamera: WebVRFreeCamera;
  106548. /**
  106549. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106550. */
  106551. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106552. /**
  106553. * The html button that is used to trigger entering into VR.
  106554. */
  106555. readonly vrButton: Nullable<HTMLButtonElement>;
  106556. private readonly _teleportationRequestInitiated;
  106557. /**
  106558. * Defines wether or not Pointer lock should be requested when switching to
  106559. * full screen.
  106560. */
  106561. requestPointerLockOnFullScreen: boolean;
  106562. /**
  106563. * Instantiates a VRExperienceHelper.
  106564. * Helps to quickly add VR support to an existing scene.
  106565. * @param scene The scene the VRExperienceHelper belongs to.
  106566. * @param webVROptions Options to modify the vr experience helper's behavior.
  106567. */
  106568. constructor(scene: Scene,
  106569. /** Options to modify the vr experience helper's behavior. */
  106570. webVROptions?: VRExperienceHelperOptions);
  106571. private _onDefaultMeshLoaded;
  106572. private _onResize;
  106573. private _onFullscreenChange;
  106574. /**
  106575. * Gets a value indicating if we are currently in VR mode.
  106576. */
  106577. readonly isInVRMode: boolean;
  106578. private onVrDisplayPresentChange;
  106579. private onVRDisplayChanged;
  106580. private moveButtonToBottomRight;
  106581. private displayVRButton;
  106582. private updateButtonVisibility;
  106583. private _cachedAngularSensibility;
  106584. /**
  106585. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106586. * Otherwise, will use the fullscreen API.
  106587. */
  106588. enterVR(): void;
  106589. /**
  106590. * Attempt to exit VR, or fullscreen.
  106591. */
  106592. exitVR(): void;
  106593. /**
  106594. * The position of the vr experience helper.
  106595. */
  106596. /**
  106597. * Sets the position of the vr experience helper.
  106598. */
  106599. position: Vector3;
  106600. /**
  106601. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106602. */
  106603. enableInteractions(): void;
  106604. private readonly _noControllerIsActive;
  106605. private beforeRender;
  106606. private _isTeleportationFloor;
  106607. /**
  106608. * Adds a floor mesh to be used for teleportation.
  106609. * @param floorMesh the mesh to be used for teleportation.
  106610. */
  106611. addFloorMesh(floorMesh: Mesh): void;
  106612. /**
  106613. * Removes a floor mesh from being used for teleportation.
  106614. * @param floorMesh the mesh to be removed.
  106615. */
  106616. removeFloorMesh(floorMesh: Mesh): void;
  106617. /**
  106618. * Enables interactions and teleportation using the VR controllers and gaze.
  106619. * @param vrTeleportationOptions options to modify teleportation behavior.
  106620. */
  106621. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106622. private _onNewGamepadConnected;
  106623. private _tryEnableInteractionOnController;
  106624. private _onNewGamepadDisconnected;
  106625. private _enableInteractionOnController;
  106626. private _checkTeleportWithRay;
  106627. private _checkRotate;
  106628. private _checkTeleportBackwards;
  106629. private _enableTeleportationOnController;
  106630. private _createTeleportationCircles;
  106631. private _displayTeleportationTarget;
  106632. private _hideTeleportationTarget;
  106633. private _rotateCamera;
  106634. private _moveTeleportationSelectorTo;
  106635. private _workingVector;
  106636. private _workingQuaternion;
  106637. private _workingMatrix;
  106638. /**
  106639. * Teleports the users feet to the desired location
  106640. * @param location The location where the user's feet should be placed
  106641. */
  106642. teleportCamera(location: Vector3): void;
  106643. private _convertNormalToDirectionOfRay;
  106644. private _castRayAndSelectObject;
  106645. private _notifySelectedMeshUnselected;
  106646. /**
  106647. * Sets the color of the laser ray from the vr controllers.
  106648. * @param color new color for the ray.
  106649. */
  106650. changeLaserColor(color: Color3): void;
  106651. /**
  106652. * Sets the color of the ray from the vr headsets gaze.
  106653. * @param color new color for the ray.
  106654. */
  106655. changeGazeColor(color: Color3): void;
  106656. /**
  106657. * Exits VR and disposes of the vr experience helper
  106658. */
  106659. dispose(): void;
  106660. /**
  106661. * Gets the name of the VRExperienceHelper class
  106662. * @returns "VRExperienceHelper"
  106663. */
  106664. getClassName(): string;
  106665. }
  106666. }
  106667. declare module BABYLON {
  106668. /**
  106669. * Manages an XRSession to work with Babylon's engine
  106670. * @see https://doc.babylonjs.com/how_to/webxr
  106671. */
  106672. export class WebXRSessionManager implements IDisposable {
  106673. private scene;
  106674. /**
  106675. * Fires every time a new xrFrame arrives which can be used to update the camera
  106676. */
  106677. onXRFrameObservable: Observable<any>;
  106678. /**
  106679. * Fires when the xr session is ended either by the device or manually done
  106680. */
  106681. onXRSessionEnded: Observable<any>;
  106682. /**
  106683. * Underlying xr session
  106684. */
  106685. session: XRSession;
  106686. /**
  106687. * Type of reference space used when creating the session
  106688. */
  106689. referenceSpace: XRReferenceSpace;
  106690. /** @hidden */
  106691. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106692. /**
  106693. * Current XR frame
  106694. */
  106695. currentFrame: Nullable<XRFrame>;
  106696. private _xrNavigator;
  106697. private baseLayer;
  106698. /**
  106699. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106700. * @param scene The scene which the session should be created for
  106701. */
  106702. constructor(scene: Scene);
  106703. /**
  106704. * Initializes the manager
  106705. * After initialization enterXR can be called to start an XR session
  106706. * @returns Promise which resolves after it is initialized
  106707. */
  106708. initializeAsync(): Promise<void>;
  106709. /**
  106710. * Initializes an xr session
  106711. * @param xrSessionMode mode to initialize
  106712. * @returns a promise which will resolve once the session has been initialized
  106713. */
  106714. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106715. /**
  106716. * Sets the reference space on the xr session
  106717. * @param referenceSpace space to set
  106718. * @returns a promise that will resolve once the reference space has been set
  106719. */
  106720. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106721. /**
  106722. * Updates the render state of the session
  106723. * @param state state to set
  106724. * @returns a promise that resolves once the render state has been updated
  106725. */
  106726. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106727. /**
  106728. * Starts rendering to the xr layer
  106729. * @returns a promise that will resolve once rendering has started
  106730. */
  106731. startRenderingToXRAsync(): Promise<void>;
  106732. /**
  106733. * Stops the xrSession and restores the renderloop
  106734. * @returns Promise which resolves after it exits XR
  106735. */
  106736. exitXRAsync(): Promise<unknown>;
  106737. /**
  106738. * Checks if a session would be supported for the creation options specified
  106739. * @param sessionMode session mode to check if supported eg. immersive-vr
  106740. * @returns true if supported
  106741. */
  106742. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106743. /**
  106744. * @hidden
  106745. * Converts the render layer of xrSession to a render target
  106746. * @param session session to create render target for
  106747. * @param scene scene the new render target should be created for
  106748. */
  106749. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106750. /**
  106751. * Disposes of the session manager
  106752. */
  106753. dispose(): void;
  106754. }
  106755. }
  106756. declare module BABYLON {
  106757. /**
  106758. * WebXR Camera which holds the views for the xrSession
  106759. * @see https://doc.babylonjs.com/how_to/webxr
  106760. */
  106761. export class WebXRCamera extends FreeCamera {
  106762. private static _TmpMatrix;
  106763. /**
  106764. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106765. * @param name the name of the camera
  106766. * @param scene the scene to add the camera to
  106767. */
  106768. constructor(name: string, scene: Scene);
  106769. private _updateNumberOfRigCameras;
  106770. /** @hidden */
  106771. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106772. /**
  106773. * Updates the cameras position from the current pose information of the XR session
  106774. * @param xrSessionManager the session containing pose information
  106775. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106776. */
  106777. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106778. }
  106779. }
  106780. declare module BABYLON {
  106781. /**
  106782. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106783. */
  106784. export class WebXRManagedOutputCanvas implements IDisposable {
  106785. private helper;
  106786. private _canvas;
  106787. /**
  106788. * xrpresent context of the canvas which can be used to display/mirror xr content
  106789. */
  106790. canvasContext: WebGLRenderingContext;
  106791. /**
  106792. * xr layer for the canvas
  106793. */
  106794. xrLayer: Nullable<XRWebGLLayer>;
  106795. /**
  106796. * Initializes the xr layer for the session
  106797. * @param xrSession xr session
  106798. * @returns a promise that will resolve once the XR Layer has been created
  106799. */
  106800. initializeXRLayerAsync(xrSession: any): any;
  106801. /**
  106802. * Initializes the canvas to be added/removed upon entering/exiting xr
  106803. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106804. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106805. */
  106806. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106807. /**
  106808. * Disposes of the object
  106809. */
  106810. dispose(): void;
  106811. private _setManagedOutputCanvas;
  106812. private _addCanvas;
  106813. private _removeCanvas;
  106814. }
  106815. }
  106816. declare module BABYLON {
  106817. /**
  106818. * States of the webXR experience
  106819. */
  106820. export enum WebXRState {
  106821. /**
  106822. * Transitioning to being in XR mode
  106823. */
  106824. ENTERING_XR = 0,
  106825. /**
  106826. * Transitioning to non XR mode
  106827. */
  106828. EXITING_XR = 1,
  106829. /**
  106830. * In XR mode and presenting
  106831. */
  106832. IN_XR = 2,
  106833. /**
  106834. * Not entered XR mode
  106835. */
  106836. NOT_IN_XR = 3
  106837. }
  106838. /**
  106839. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106840. * @see https://doc.babylonjs.com/how_to/webxr
  106841. */
  106842. export class WebXRExperienceHelper implements IDisposable {
  106843. private scene;
  106844. /**
  106845. * 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
  106846. */
  106847. container: AbstractMesh;
  106848. /**
  106849. * Camera used to render xr content
  106850. */
  106851. camera: WebXRCamera;
  106852. /**
  106853. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106854. */
  106855. state: WebXRState;
  106856. private _setState;
  106857. private static _TmpVector;
  106858. /**
  106859. * Fires when the state of the experience helper has changed
  106860. */
  106861. onStateChangedObservable: Observable<WebXRState>;
  106862. /** Session manager used to keep track of xr session */
  106863. sessionManager: WebXRSessionManager;
  106864. private _nonVRCamera;
  106865. private _originalSceneAutoClear;
  106866. private _supported;
  106867. /**
  106868. * Creates the experience helper
  106869. * @param scene the scene to attach the experience helper to
  106870. * @returns a promise for the experience helper
  106871. */
  106872. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106873. /**
  106874. * Creates a WebXRExperienceHelper
  106875. * @param scene The scene the helper should be created in
  106876. */
  106877. private constructor();
  106878. /**
  106879. * Exits XR mode and returns the scene to its original state
  106880. * @returns promise that resolves after xr mode has exited
  106881. */
  106882. exitXRAsync(): Promise<unknown>;
  106883. /**
  106884. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106885. * @param sessionCreationOptions options for the XR session
  106886. * @param referenceSpaceType frame of reference of the XR session
  106887. * @param outputCanvas the output canvas that will be used to enter XR mode
  106888. * @returns promise that resolves after xr mode has entered
  106889. */
  106890. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106891. /**
  106892. * Updates the global position of the camera by moving the camera's container
  106893. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106894. * @param position The desired global position of the camera
  106895. */
  106896. setPositionOfCameraUsingContainer(position: Vector3): void;
  106897. /**
  106898. * Rotates the xr camera by rotating the camera's container around the camera's position
  106899. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106900. * @param rotation the desired quaternion rotation to apply to the camera
  106901. */
  106902. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106903. /**
  106904. * Disposes of the experience helper
  106905. */
  106906. dispose(): void;
  106907. }
  106908. }
  106909. declare module BABYLON {
  106910. /**
  106911. * Button which can be used to enter a different mode of XR
  106912. */
  106913. export class WebXREnterExitUIButton {
  106914. /** button element */
  106915. element: HTMLElement;
  106916. /** XR initialization options for the button */
  106917. sessionMode: XRSessionMode;
  106918. /** Reference space type */
  106919. referenceSpaceType: XRReferenceSpaceType;
  106920. /**
  106921. * Creates a WebXREnterExitUIButton
  106922. * @param element button element
  106923. * @param sessionMode XR initialization session mode
  106924. * @param referenceSpaceType the type of reference space to be used
  106925. */
  106926. constructor(
  106927. /** button element */
  106928. element: HTMLElement,
  106929. /** XR initialization options for the button */
  106930. sessionMode: XRSessionMode,
  106931. /** Reference space type */
  106932. referenceSpaceType: XRReferenceSpaceType);
  106933. /**
  106934. * Overwritable function which can be used to update the button's visuals when the state changes
  106935. * @param activeButton the current active button in the UI
  106936. */
  106937. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106938. }
  106939. /**
  106940. * Options to create the webXR UI
  106941. */
  106942. export class WebXREnterExitUIOptions {
  106943. /**
  106944. * Context to enter xr with
  106945. */
  106946. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106947. /**
  106948. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106949. */
  106950. customButtons?: Array<WebXREnterExitUIButton>;
  106951. }
  106952. /**
  106953. * UI to allow the user to enter/exit XR mode
  106954. */
  106955. export class WebXREnterExitUI implements IDisposable {
  106956. private scene;
  106957. private _overlay;
  106958. private _buttons;
  106959. private _activeButton;
  106960. /**
  106961. * Fired every time the active button is changed.
  106962. *
  106963. * When xr is entered via a button that launches xr that button will be the callback parameter
  106964. *
  106965. * When exiting xr the callback parameter will be null)
  106966. */
  106967. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106968. /**
  106969. * Creates UI to allow the user to enter/exit XR mode
  106970. * @param scene the scene to add the ui to
  106971. * @param helper the xr experience helper to enter/exit xr with
  106972. * @param options options to configure the UI
  106973. * @returns the created ui
  106974. */
  106975. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106976. private constructor();
  106977. private _updateButtons;
  106978. /**
  106979. * Disposes of the object
  106980. */
  106981. dispose(): void;
  106982. }
  106983. }
  106984. declare module BABYLON {
  106985. /**
  106986. * Represents an XR input
  106987. */
  106988. export class WebXRController {
  106989. private scene;
  106990. /** The underlying input source for the controller */
  106991. inputSource: XRInputSource;
  106992. private parentContainer;
  106993. /**
  106994. * 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
  106995. */
  106996. grip?: AbstractMesh;
  106997. /**
  106998. * Pointer which can be used to select objects or attach a visible laser to
  106999. */
  107000. pointer: AbstractMesh;
  107001. /**
  107002. * Event that fires when the controller is removed/disposed
  107003. */
  107004. onDisposeObservable: Observable<{}>;
  107005. private _tmpMatrix;
  107006. private _tmpQuaternion;
  107007. private _tmpVector;
  107008. /**
  107009. * Creates the controller
  107010. * @see https://doc.babylonjs.com/how_to/webxr
  107011. * @param scene the scene which the controller should be associated to
  107012. * @param inputSource the underlying input source for the controller
  107013. * @param parentContainer parent that the controller meshes should be children of
  107014. */
  107015. constructor(scene: Scene,
  107016. /** The underlying input source for the controller */
  107017. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107018. /**
  107019. * Updates the controller pose based on the given XRFrame
  107020. * @param xrFrame xr frame to update the pose with
  107021. * @param referenceSpace reference space to use
  107022. */
  107023. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107024. /**
  107025. * Gets a world space ray coming from the controller
  107026. * @param result the resulting ray
  107027. */
  107028. getWorldPointerRayToRef(result: Ray): void;
  107029. /**
  107030. * Disposes of the object
  107031. */
  107032. dispose(): void;
  107033. }
  107034. }
  107035. declare module BABYLON {
  107036. /**
  107037. * XR input used to track XR inputs such as controllers/rays
  107038. */
  107039. export class WebXRInput implements IDisposable {
  107040. /**
  107041. * Base experience the input listens to
  107042. */
  107043. baseExperience: WebXRExperienceHelper;
  107044. /**
  107045. * XR controllers being tracked
  107046. */
  107047. controllers: Array<WebXRController>;
  107048. private _frameObserver;
  107049. private _stateObserver;
  107050. /**
  107051. * Event when a controller has been connected/added
  107052. */
  107053. onControllerAddedObservable: Observable<WebXRController>;
  107054. /**
  107055. * Event when a controller has been removed/disconnected
  107056. */
  107057. onControllerRemovedObservable: Observable<WebXRController>;
  107058. /**
  107059. * Initializes the WebXRInput
  107060. * @param baseExperience experience helper which the input should be created for
  107061. */
  107062. constructor(
  107063. /**
  107064. * Base experience the input listens to
  107065. */
  107066. baseExperience: WebXRExperienceHelper);
  107067. private _onInputSourcesChange;
  107068. private _addAndRemoveControllers;
  107069. /**
  107070. * Disposes of the object
  107071. */
  107072. dispose(): void;
  107073. }
  107074. }
  107075. declare module BABYLON {
  107076. /**
  107077. * Enables teleportation
  107078. */
  107079. export class WebXRControllerTeleportation {
  107080. private _teleportationFillColor;
  107081. private _teleportationBorderColor;
  107082. private _tmpRay;
  107083. private _tmpVector;
  107084. /**
  107085. * Creates a WebXRControllerTeleportation
  107086. * @param input input manager to add teleportation to
  107087. * @param floorMeshes floormeshes which can be teleported to
  107088. */
  107089. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107090. }
  107091. }
  107092. declare module BABYLON {
  107093. /**
  107094. * Handles pointer input automatically for the pointer of XR controllers
  107095. */
  107096. export class WebXRControllerPointerSelection {
  107097. private static _idCounter;
  107098. private _tmpRay;
  107099. /**
  107100. * Creates a WebXRControllerPointerSelection
  107101. * @param input input manager to setup pointer selection
  107102. */
  107103. constructor(input: WebXRInput);
  107104. private _convertNormalToDirectionOfRay;
  107105. private _updatePointerDistance;
  107106. }
  107107. }
  107108. declare module BABYLON {
  107109. /**
  107110. * Class used to represent data loading progression
  107111. */
  107112. export class SceneLoaderProgressEvent {
  107113. /** defines if data length to load can be evaluated */
  107114. readonly lengthComputable: boolean;
  107115. /** defines the loaded data length */
  107116. readonly loaded: number;
  107117. /** defines the data length to load */
  107118. readonly total: number;
  107119. /**
  107120. * Create a new progress event
  107121. * @param lengthComputable defines if data length to load can be evaluated
  107122. * @param loaded defines the loaded data length
  107123. * @param total defines the data length to load
  107124. */
  107125. constructor(
  107126. /** defines if data length to load can be evaluated */
  107127. lengthComputable: boolean,
  107128. /** defines the loaded data length */
  107129. loaded: number,
  107130. /** defines the data length to load */
  107131. total: number);
  107132. /**
  107133. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107134. * @param event defines the source event
  107135. * @returns a new SceneLoaderProgressEvent
  107136. */
  107137. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107138. }
  107139. /**
  107140. * Interface used by SceneLoader plugins to define supported file extensions
  107141. */
  107142. export interface ISceneLoaderPluginExtensions {
  107143. /**
  107144. * Defines the list of supported extensions
  107145. */
  107146. [extension: string]: {
  107147. isBinary: boolean;
  107148. };
  107149. }
  107150. /**
  107151. * Interface used by SceneLoader plugin factory
  107152. */
  107153. export interface ISceneLoaderPluginFactory {
  107154. /**
  107155. * Defines the name of the factory
  107156. */
  107157. name: string;
  107158. /**
  107159. * Function called to create a new plugin
  107160. * @return the new plugin
  107161. */
  107162. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107163. /**
  107164. * Boolean indicating if the plugin can direct load specific data
  107165. */
  107166. canDirectLoad?: (data: string) => boolean;
  107167. }
  107168. /**
  107169. * Interface used to define a SceneLoader plugin
  107170. */
  107171. export interface ISceneLoaderPlugin {
  107172. /**
  107173. * The friendly name of this plugin.
  107174. */
  107175. name: string;
  107176. /**
  107177. * The file extensions supported by this plugin.
  107178. */
  107179. extensions: string | ISceneLoaderPluginExtensions;
  107180. /**
  107181. * Import meshes into a scene.
  107182. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107183. * @param scene The scene to import into
  107184. * @param data The data to import
  107185. * @param rootUrl The root url for scene and resources
  107186. * @param meshes The meshes array to import into
  107187. * @param particleSystems The particle systems array to import into
  107188. * @param skeletons The skeletons array to import into
  107189. * @param onError The callback when import fails
  107190. * @returns True if successful or false otherwise
  107191. */
  107192. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107193. /**
  107194. * Load into a scene.
  107195. * @param scene The scene to load into
  107196. * @param data The data to import
  107197. * @param rootUrl The root url for scene and resources
  107198. * @param onError The callback when import fails
  107199. * @returns true if successful or false otherwise
  107200. */
  107201. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107202. /**
  107203. * The callback that returns true if the data can be directly loaded.
  107204. */
  107205. canDirectLoad?: (data: string) => boolean;
  107206. /**
  107207. * The callback that allows custom handling of the root url based on the response url.
  107208. */
  107209. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107210. /**
  107211. * Load into an asset container.
  107212. * @param scene The scene to load into
  107213. * @param data The data to import
  107214. * @param rootUrl The root url for scene and resources
  107215. * @param onError The callback when import fails
  107216. * @returns The loaded asset container
  107217. */
  107218. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107219. }
  107220. /**
  107221. * Interface used to define an async SceneLoader plugin
  107222. */
  107223. export interface ISceneLoaderPluginAsync {
  107224. /**
  107225. * The friendly name of this plugin.
  107226. */
  107227. name: string;
  107228. /**
  107229. * The file extensions supported by this plugin.
  107230. */
  107231. extensions: string | ISceneLoaderPluginExtensions;
  107232. /**
  107233. * Import meshes into a scene.
  107234. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107235. * @param scene The scene to import into
  107236. * @param data The data to import
  107237. * @param rootUrl The root url for scene and resources
  107238. * @param onProgress The callback when the load progresses
  107239. * @param fileName Defines the name of the file to load
  107240. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107241. */
  107242. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107243. meshes: AbstractMesh[];
  107244. particleSystems: IParticleSystem[];
  107245. skeletons: Skeleton[];
  107246. animationGroups: AnimationGroup[];
  107247. }>;
  107248. /**
  107249. * Load into a scene.
  107250. * @param scene The scene to load into
  107251. * @param data The data to import
  107252. * @param rootUrl The root url for scene and resources
  107253. * @param onProgress The callback when the load progresses
  107254. * @param fileName Defines the name of the file to load
  107255. * @returns Nothing
  107256. */
  107257. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107258. /**
  107259. * The callback that returns true if the data can be directly loaded.
  107260. */
  107261. canDirectLoad?: (data: string) => boolean;
  107262. /**
  107263. * The callback that allows custom handling of the root url based on the response url.
  107264. */
  107265. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107266. /**
  107267. * Load into an asset container.
  107268. * @param scene The scene to load into
  107269. * @param data The data to import
  107270. * @param rootUrl The root url for scene and resources
  107271. * @param onProgress The callback when the load progresses
  107272. * @param fileName Defines the name of the file to load
  107273. * @returns The loaded asset container
  107274. */
  107275. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107276. }
  107277. /**
  107278. * Class used to load scene from various file formats using registered plugins
  107279. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107280. */
  107281. export class SceneLoader {
  107282. /**
  107283. * No logging while loading
  107284. */
  107285. static readonly NO_LOGGING: number;
  107286. /**
  107287. * Minimal logging while loading
  107288. */
  107289. static readonly MINIMAL_LOGGING: number;
  107290. /**
  107291. * Summary logging while loading
  107292. */
  107293. static readonly SUMMARY_LOGGING: number;
  107294. /**
  107295. * Detailled logging while loading
  107296. */
  107297. static readonly DETAILED_LOGGING: number;
  107298. /**
  107299. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107300. */
  107301. static ForceFullSceneLoadingForIncremental: boolean;
  107302. /**
  107303. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107304. */
  107305. static ShowLoadingScreen: boolean;
  107306. /**
  107307. * Defines the current logging level (while loading the scene)
  107308. * @ignorenaming
  107309. */
  107310. static loggingLevel: number;
  107311. /**
  107312. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107313. */
  107314. static CleanBoneMatrixWeights: boolean;
  107315. /**
  107316. * Event raised when a plugin is used to load a scene
  107317. */
  107318. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107319. private static _registeredPlugins;
  107320. private static _getDefaultPlugin;
  107321. private static _getPluginForExtension;
  107322. private static _getPluginForDirectLoad;
  107323. private static _getPluginForFilename;
  107324. private static _getDirectLoad;
  107325. private static _loadData;
  107326. private static _getFileInfo;
  107327. /**
  107328. * Gets a plugin that can load the given extension
  107329. * @param extension defines the extension to load
  107330. * @returns a plugin or null if none works
  107331. */
  107332. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107333. /**
  107334. * Gets a boolean indicating that the given extension can be loaded
  107335. * @param extension defines the extension to load
  107336. * @returns true if the extension is supported
  107337. */
  107338. static IsPluginForExtensionAvailable(extension: string): boolean;
  107339. /**
  107340. * Adds a new plugin to the list of registered plugins
  107341. * @param plugin defines the plugin to add
  107342. */
  107343. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107344. /**
  107345. * Import meshes into a scene
  107346. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107347. * @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)
  107348. * @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)
  107349. * @param scene the instance of BABYLON.Scene to append to
  107350. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107351. * @param onProgress a callback with a progress event for each file being loaded
  107352. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107353. * @param pluginExtension the extension used to determine the plugin
  107354. * @returns The loaded plugin
  107355. */
  107356. 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>;
  107357. /**
  107358. * Import meshes into a scene
  107359. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107360. * @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)
  107361. * @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)
  107362. * @param scene the instance of BABYLON.Scene to append to
  107363. * @param onProgress a callback with a progress event for each file being loaded
  107364. * @param pluginExtension the extension used to determine the plugin
  107365. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107366. */
  107367. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107368. meshes: AbstractMesh[];
  107369. particleSystems: IParticleSystem[];
  107370. skeletons: Skeleton[];
  107371. animationGroups: AnimationGroup[];
  107372. }>;
  107373. /**
  107374. * Load a scene
  107375. * @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)
  107376. * @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)
  107377. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107378. * @param onSuccess a callback with the scene when import succeeds
  107379. * @param onProgress a callback with a progress event for each file being loaded
  107380. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107381. * @param pluginExtension the extension used to determine the plugin
  107382. * @returns The loaded plugin
  107383. */
  107384. 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>;
  107385. /**
  107386. * Load a scene
  107387. * @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)
  107388. * @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)
  107389. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107390. * @param onProgress a callback with a progress event for each file being loaded
  107391. * @param pluginExtension the extension used to determine the plugin
  107392. * @returns The loaded scene
  107393. */
  107394. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107395. /**
  107396. * Append a scene
  107397. * @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)
  107398. * @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)
  107399. * @param scene is the instance of BABYLON.Scene to append to
  107400. * @param onSuccess a callback with the scene when import succeeds
  107401. * @param onProgress a callback with a progress event for each file being loaded
  107402. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107403. * @param pluginExtension the extension used to determine the plugin
  107404. * @returns The loaded plugin
  107405. */
  107406. 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>;
  107407. /**
  107408. * Append a scene
  107409. * @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)
  107410. * @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)
  107411. * @param scene is the instance of BABYLON.Scene to append to
  107412. * @param onProgress a callback with a progress event for each file being loaded
  107413. * @param pluginExtension the extension used to determine the plugin
  107414. * @returns The given scene
  107415. */
  107416. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107417. /**
  107418. * Load a scene into an asset container
  107419. * @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)
  107420. * @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)
  107421. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107422. * @param onSuccess a callback with the scene when import succeeds
  107423. * @param onProgress a callback with a progress event for each file being loaded
  107424. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107425. * @param pluginExtension the extension used to determine the plugin
  107426. * @returns The loaded plugin
  107427. */
  107428. 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>;
  107429. /**
  107430. * Load a scene into an asset container
  107431. * @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)
  107432. * @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)
  107433. * @param scene is the instance of Scene to append to
  107434. * @param onProgress a callback with a progress event for each file being loaded
  107435. * @param pluginExtension the extension used to determine the plugin
  107436. * @returns The loaded asset container
  107437. */
  107438. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107439. }
  107440. }
  107441. declare module BABYLON {
  107442. /**
  107443. * Generic Controller
  107444. */
  107445. export class GenericController extends WebVRController {
  107446. /**
  107447. * Base Url for the controller model.
  107448. */
  107449. static readonly MODEL_BASE_URL: string;
  107450. /**
  107451. * File name for the controller model.
  107452. */
  107453. static readonly MODEL_FILENAME: string;
  107454. /**
  107455. * Creates a new GenericController from a gamepad
  107456. * @param vrGamepad the gamepad that the controller should be created from
  107457. */
  107458. constructor(vrGamepad: any);
  107459. /**
  107460. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107461. * @param scene scene in which to add meshes
  107462. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107463. */
  107464. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107465. /**
  107466. * Called once for each button that changed state since the last frame
  107467. * @param buttonIdx Which button index changed
  107468. * @param state New state of the button
  107469. * @param changes Which properties on the state changed since last frame
  107470. */
  107471. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107472. }
  107473. }
  107474. declare module BABYLON {
  107475. /**
  107476. * Defines the WindowsMotionController object that the state of the windows motion controller
  107477. */
  107478. export class WindowsMotionController extends WebVRController {
  107479. /**
  107480. * The base url used to load the left and right controller models
  107481. */
  107482. static MODEL_BASE_URL: string;
  107483. /**
  107484. * The name of the left controller model file
  107485. */
  107486. static MODEL_LEFT_FILENAME: string;
  107487. /**
  107488. * The name of the right controller model file
  107489. */
  107490. static MODEL_RIGHT_FILENAME: string;
  107491. /**
  107492. * The controller name prefix for this controller type
  107493. */
  107494. static readonly GAMEPAD_ID_PREFIX: string;
  107495. /**
  107496. * The controller id pattern for this controller type
  107497. */
  107498. private static readonly GAMEPAD_ID_PATTERN;
  107499. private _loadedMeshInfo;
  107500. private readonly _mapping;
  107501. /**
  107502. * Fired when the trackpad on this controller is clicked
  107503. */
  107504. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107505. /**
  107506. * Fired when the trackpad on this controller is modified
  107507. */
  107508. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107509. /**
  107510. * The current x and y values of this controller's trackpad
  107511. */
  107512. trackpad: StickValues;
  107513. /**
  107514. * Creates a new WindowsMotionController from a gamepad
  107515. * @param vrGamepad the gamepad that the controller should be created from
  107516. */
  107517. constructor(vrGamepad: any);
  107518. /**
  107519. * Fired when the trigger on this controller is modified
  107520. */
  107521. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107522. /**
  107523. * Fired when the menu button on this controller is modified
  107524. */
  107525. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107526. /**
  107527. * Fired when the grip button on this controller is modified
  107528. */
  107529. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107530. /**
  107531. * Fired when the thumbstick button on this controller is modified
  107532. */
  107533. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107534. /**
  107535. * Fired when the touchpad button on this controller is modified
  107536. */
  107537. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107538. /**
  107539. * Fired when the touchpad values on this controller are modified
  107540. */
  107541. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107542. private _updateTrackpad;
  107543. /**
  107544. * Called once per frame by the engine.
  107545. */
  107546. update(): void;
  107547. /**
  107548. * Called once for each button that changed state since the last frame
  107549. * @param buttonIdx Which button index changed
  107550. * @param state New state of the button
  107551. * @param changes Which properties on the state changed since last frame
  107552. */
  107553. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107554. /**
  107555. * Moves the buttons on the controller mesh based on their current state
  107556. * @param buttonName the name of the button to move
  107557. * @param buttonValue the value of the button which determines the buttons new position
  107558. */
  107559. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107560. /**
  107561. * Moves the axis on the controller mesh based on its current state
  107562. * @param axis the index of the axis
  107563. * @param axisValue the value of the axis which determines the meshes new position
  107564. * @hidden
  107565. */
  107566. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107567. /**
  107568. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107569. * @param scene scene in which to add meshes
  107570. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107571. */
  107572. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107573. /**
  107574. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107575. * can be transformed by button presses and axes values, based on this._mapping.
  107576. *
  107577. * @param scene scene in which the meshes exist
  107578. * @param meshes list of meshes that make up the controller model to process
  107579. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107580. */
  107581. private processModel;
  107582. private createMeshInfo;
  107583. /**
  107584. * Gets the ray of the controller in the direction the controller is pointing
  107585. * @param length the length the resulting ray should be
  107586. * @returns a ray in the direction the controller is pointing
  107587. */
  107588. getForwardRay(length?: number): Ray;
  107589. /**
  107590. * Disposes of the controller
  107591. */
  107592. dispose(): void;
  107593. }
  107594. }
  107595. declare module BABYLON {
  107596. /**
  107597. * Oculus Touch Controller
  107598. */
  107599. export class OculusTouchController extends WebVRController {
  107600. /**
  107601. * Base Url for the controller model.
  107602. */
  107603. static MODEL_BASE_URL: string;
  107604. /**
  107605. * File name for the left controller model.
  107606. */
  107607. static MODEL_LEFT_FILENAME: string;
  107608. /**
  107609. * File name for the right controller model.
  107610. */
  107611. static MODEL_RIGHT_FILENAME: string;
  107612. /**
  107613. * Base Url for the Quest controller model.
  107614. */
  107615. static QUEST_MODEL_BASE_URL: string;
  107616. /**
  107617. * @hidden
  107618. * If the controllers are running on a device that needs the updated Quest controller models
  107619. */
  107620. static _IsQuest: boolean;
  107621. /**
  107622. * Fired when the secondary trigger on this controller is modified
  107623. */
  107624. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107625. /**
  107626. * Fired when the thumb rest on this controller is modified
  107627. */
  107628. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107629. /**
  107630. * Creates a new OculusTouchController from a gamepad
  107631. * @param vrGamepad the gamepad that the controller should be created from
  107632. */
  107633. constructor(vrGamepad: any);
  107634. /**
  107635. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107636. * @param scene scene in which to add meshes
  107637. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107638. */
  107639. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107640. /**
  107641. * Fired when the A button on this controller is modified
  107642. */
  107643. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107644. /**
  107645. * Fired when the B button on this controller is modified
  107646. */
  107647. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107648. /**
  107649. * Fired when the X button on this controller is modified
  107650. */
  107651. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107652. /**
  107653. * Fired when the Y button on this controller is modified
  107654. */
  107655. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107656. /**
  107657. * Called once for each button that changed state since the last frame
  107658. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107659. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107660. * 2) secondary trigger (same)
  107661. * 3) A (right) X (left), touch, pressed = value
  107662. * 4) B / Y
  107663. * 5) thumb rest
  107664. * @param buttonIdx Which button index changed
  107665. * @param state New state of the button
  107666. * @param changes Which properties on the state changed since last frame
  107667. */
  107668. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107669. }
  107670. }
  107671. declare module BABYLON {
  107672. /**
  107673. * Vive Controller
  107674. */
  107675. export class ViveController extends WebVRController {
  107676. /**
  107677. * Base Url for the controller model.
  107678. */
  107679. static MODEL_BASE_URL: string;
  107680. /**
  107681. * File name for the controller model.
  107682. */
  107683. static MODEL_FILENAME: string;
  107684. /**
  107685. * Creates a new ViveController from a gamepad
  107686. * @param vrGamepad the gamepad that the controller should be created from
  107687. */
  107688. constructor(vrGamepad: any);
  107689. /**
  107690. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107691. * @param scene scene in which to add meshes
  107692. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107693. */
  107694. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107695. /**
  107696. * Fired when the left button on this controller is modified
  107697. */
  107698. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107699. /**
  107700. * Fired when the right button on this controller is modified
  107701. */
  107702. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107703. /**
  107704. * Fired when the menu button on this controller is modified
  107705. */
  107706. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107707. /**
  107708. * Called once for each button that changed state since the last frame
  107709. * Vive mapping:
  107710. * 0: touchpad
  107711. * 1: trigger
  107712. * 2: left AND right buttons
  107713. * 3: menu button
  107714. * @param buttonIdx Which button index changed
  107715. * @param state New state of the button
  107716. * @param changes Which properties on the state changed since last frame
  107717. */
  107718. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107719. }
  107720. }
  107721. declare module BABYLON {
  107722. /**
  107723. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107724. */
  107725. export class WebXRControllerModelLoader {
  107726. /**
  107727. * Creates the WebXRControllerModelLoader
  107728. * @param input xr input that creates the controllers
  107729. */
  107730. constructor(input: WebXRInput);
  107731. }
  107732. }
  107733. declare module BABYLON {
  107734. /**
  107735. * Contains an array of blocks representing the octree
  107736. */
  107737. export interface IOctreeContainer<T> {
  107738. /**
  107739. * Blocks within the octree
  107740. */
  107741. blocks: Array<OctreeBlock<T>>;
  107742. }
  107743. /**
  107744. * Class used to store a cell in an octree
  107745. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107746. */
  107747. export class OctreeBlock<T> {
  107748. /**
  107749. * Gets the content of the current block
  107750. */
  107751. entries: T[];
  107752. /**
  107753. * Gets the list of block children
  107754. */
  107755. blocks: Array<OctreeBlock<T>>;
  107756. private _depth;
  107757. private _maxDepth;
  107758. private _capacity;
  107759. private _minPoint;
  107760. private _maxPoint;
  107761. private _boundingVectors;
  107762. private _creationFunc;
  107763. /**
  107764. * Creates a new block
  107765. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107766. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107767. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107768. * @param depth defines the current depth of this block in the octree
  107769. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107770. * @param creationFunc defines a callback to call when an element is added to the block
  107771. */
  107772. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107773. /**
  107774. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107775. */
  107776. readonly capacity: number;
  107777. /**
  107778. * Gets the minimum vector (in world space) of the block's bounding box
  107779. */
  107780. readonly minPoint: Vector3;
  107781. /**
  107782. * Gets the maximum vector (in world space) of the block's bounding box
  107783. */
  107784. readonly maxPoint: Vector3;
  107785. /**
  107786. * Add a new element to this block
  107787. * @param entry defines the element to add
  107788. */
  107789. addEntry(entry: T): void;
  107790. /**
  107791. * Remove an element from this block
  107792. * @param entry defines the element to remove
  107793. */
  107794. removeEntry(entry: T): void;
  107795. /**
  107796. * Add an array of elements to this block
  107797. * @param entries defines the array of elements to add
  107798. */
  107799. addEntries(entries: T[]): void;
  107800. /**
  107801. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107802. * @param frustumPlanes defines the frustum planes to test
  107803. * @param selection defines the array to store current content if selection is positive
  107804. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107805. */
  107806. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107807. /**
  107808. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107809. * @param sphereCenter defines the bounding sphere center
  107810. * @param sphereRadius defines the bounding sphere radius
  107811. * @param selection defines the array to store current content if selection is positive
  107812. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107813. */
  107814. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107815. /**
  107816. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107817. * @param ray defines the ray to test with
  107818. * @param selection defines the array to store current content if selection is positive
  107819. */
  107820. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107821. /**
  107822. * Subdivide the content into child blocks (this block will then be empty)
  107823. */
  107824. createInnerBlocks(): void;
  107825. /**
  107826. * @hidden
  107827. */
  107828. 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;
  107829. }
  107830. }
  107831. declare module BABYLON {
  107832. /**
  107833. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107834. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107835. */
  107836. export class Octree<T> {
  107837. /** 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.) */
  107838. maxDepth: number;
  107839. /**
  107840. * Blocks within the octree containing objects
  107841. */
  107842. blocks: Array<OctreeBlock<T>>;
  107843. /**
  107844. * Content stored in the octree
  107845. */
  107846. dynamicContent: T[];
  107847. private _maxBlockCapacity;
  107848. private _selectionContent;
  107849. private _creationFunc;
  107850. /**
  107851. * Creates a octree
  107852. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107853. * @param creationFunc function to be used to instatiate the octree
  107854. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107855. * @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.)
  107856. */
  107857. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107858. /** 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.) */
  107859. maxDepth?: number);
  107860. /**
  107861. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107862. * @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);
  107863. * @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);
  107864. * @param entries meshes to be added to the octree blocks
  107865. */
  107866. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107867. /**
  107868. * Adds a mesh to the octree
  107869. * @param entry Mesh to add to the octree
  107870. */
  107871. addMesh(entry: T): void;
  107872. /**
  107873. * Remove an element from the octree
  107874. * @param entry defines the element to remove
  107875. */
  107876. removeMesh(entry: T): void;
  107877. /**
  107878. * Selects an array of meshes within the frustum
  107879. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107880. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107881. * @returns array of meshes within the frustum
  107882. */
  107883. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107884. /**
  107885. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107886. * @param sphereCenter defines the bounding sphere center
  107887. * @param sphereRadius defines the bounding sphere radius
  107888. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107889. * @returns an array of objects that intersect the sphere
  107890. */
  107891. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107892. /**
  107893. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107894. * @param ray defines the ray to test with
  107895. * @returns array of intersected objects
  107896. */
  107897. intersectsRay(ray: Ray): SmartArray<T>;
  107898. /**
  107899. * Adds a mesh into the octree block if it intersects the block
  107900. */
  107901. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107902. /**
  107903. * Adds a submesh into the octree block if it intersects the block
  107904. */
  107905. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107906. }
  107907. }
  107908. declare module BABYLON {
  107909. interface Scene {
  107910. /**
  107911. * @hidden
  107912. * Backing Filed
  107913. */
  107914. _selectionOctree: Octree<AbstractMesh>;
  107915. /**
  107916. * Gets the octree used to boost mesh selection (picking)
  107917. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107918. */
  107919. selectionOctree: Octree<AbstractMesh>;
  107920. /**
  107921. * Creates or updates the octree used to boost selection (picking)
  107922. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107923. * @param maxCapacity defines the maximum capacity per leaf
  107924. * @param maxDepth defines the maximum depth of the octree
  107925. * @returns an octree of AbstractMesh
  107926. */
  107927. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107928. }
  107929. interface AbstractMesh {
  107930. /**
  107931. * @hidden
  107932. * Backing Field
  107933. */
  107934. _submeshesOctree: Octree<SubMesh>;
  107935. /**
  107936. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107937. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107938. * @param maxCapacity defines the maximum size of each block (64 by default)
  107939. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107940. * @returns the new octree
  107941. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107942. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107943. */
  107944. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107945. }
  107946. /**
  107947. * Defines the octree scene component responsible to manage any octrees
  107948. * in a given scene.
  107949. */
  107950. export class OctreeSceneComponent {
  107951. /**
  107952. * The component name help to identify the component in the list of scene components.
  107953. */
  107954. readonly name: string;
  107955. /**
  107956. * The scene the component belongs to.
  107957. */
  107958. scene: Scene;
  107959. /**
  107960. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107961. */
  107962. readonly checksIsEnabled: boolean;
  107963. /**
  107964. * Creates a new instance of the component for the given scene
  107965. * @param scene Defines the scene to register the component in
  107966. */
  107967. constructor(scene: Scene);
  107968. /**
  107969. * Registers the component in a given scene
  107970. */
  107971. register(): void;
  107972. /**
  107973. * Return the list of active meshes
  107974. * @returns the list of active meshes
  107975. */
  107976. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107977. /**
  107978. * Return the list of active sub meshes
  107979. * @param mesh The mesh to get the candidates sub meshes from
  107980. * @returns the list of active sub meshes
  107981. */
  107982. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107983. private _tempRay;
  107984. /**
  107985. * Return the list of sub meshes intersecting with a given local ray
  107986. * @param mesh defines the mesh to find the submesh for
  107987. * @param localRay defines the ray in local space
  107988. * @returns the list of intersecting sub meshes
  107989. */
  107990. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  107991. /**
  107992. * Return the list of sub meshes colliding with a collider
  107993. * @param mesh defines the mesh to find the submesh for
  107994. * @param collider defines the collider to evaluate the collision against
  107995. * @returns the list of colliding sub meshes
  107996. */
  107997. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  107998. /**
  107999. * Rebuilds the elements related to this component in case of
  108000. * context lost for instance.
  108001. */
  108002. rebuild(): void;
  108003. /**
  108004. * Disposes the component and the associated ressources.
  108005. */
  108006. dispose(): void;
  108007. }
  108008. }
  108009. declare module BABYLON {
  108010. /**
  108011. * Renders a layer on top of an existing scene
  108012. */
  108013. export class UtilityLayerRenderer implements IDisposable {
  108014. /** the original scene that will be rendered on top of */
  108015. originalScene: Scene;
  108016. private _pointerCaptures;
  108017. private _lastPointerEvents;
  108018. private static _DefaultUtilityLayer;
  108019. private static _DefaultKeepDepthUtilityLayer;
  108020. private _sharedGizmoLight;
  108021. private _renderCamera;
  108022. /**
  108023. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108024. * @returns the camera that is used when rendering the utility layer
  108025. */
  108026. getRenderCamera(): Nullable<Camera>;
  108027. /**
  108028. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108029. * @param cam the camera that should be used when rendering the utility layer
  108030. */
  108031. setRenderCamera(cam: Nullable<Camera>): void;
  108032. /**
  108033. * @hidden
  108034. * Light which used by gizmos to get light shading
  108035. */
  108036. _getSharedGizmoLight(): HemisphericLight;
  108037. /**
  108038. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108039. */
  108040. pickUtilitySceneFirst: boolean;
  108041. /**
  108042. * 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)
  108043. */
  108044. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108045. /**
  108046. * 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)
  108047. */
  108048. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108049. /**
  108050. * The scene that is rendered on top of the original scene
  108051. */
  108052. utilityLayerScene: Scene;
  108053. /**
  108054. * If the utility layer should automatically be rendered on top of existing scene
  108055. */
  108056. shouldRender: boolean;
  108057. /**
  108058. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108059. */
  108060. onlyCheckPointerDownEvents: boolean;
  108061. /**
  108062. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108063. */
  108064. processAllEvents: boolean;
  108065. /**
  108066. * Observable raised when the pointer move from the utility layer scene to the main scene
  108067. */
  108068. onPointerOutObservable: Observable<number>;
  108069. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108070. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108071. private _afterRenderObserver;
  108072. private _sceneDisposeObserver;
  108073. private _originalPointerObserver;
  108074. /**
  108075. * Instantiates a UtilityLayerRenderer
  108076. * @param originalScene the original scene that will be rendered on top of
  108077. * @param handleEvents boolean indicating if the utility layer should handle events
  108078. */
  108079. constructor(
  108080. /** the original scene that will be rendered on top of */
  108081. originalScene: Scene, handleEvents?: boolean);
  108082. private _notifyObservers;
  108083. /**
  108084. * Renders the utility layers scene on top of the original scene
  108085. */
  108086. render(): void;
  108087. /**
  108088. * Disposes of the renderer
  108089. */
  108090. dispose(): void;
  108091. private _updateCamera;
  108092. }
  108093. }
  108094. declare module BABYLON {
  108095. /**
  108096. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108097. */
  108098. export class Gizmo implements IDisposable {
  108099. /** The utility layer the gizmo will be added to */
  108100. gizmoLayer: UtilityLayerRenderer;
  108101. /**
  108102. * The root mesh of the gizmo
  108103. */
  108104. _rootMesh: Mesh;
  108105. private _attachedMesh;
  108106. /**
  108107. * Ratio for the scale of the gizmo (Default: 1)
  108108. */
  108109. scaleRatio: number;
  108110. /**
  108111. * If a custom mesh has been set (Default: false)
  108112. */
  108113. protected _customMeshSet: boolean;
  108114. /**
  108115. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108116. * * When set, interactions will be enabled
  108117. */
  108118. attachedMesh: Nullable<AbstractMesh>;
  108119. /**
  108120. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108121. * @param mesh The mesh to replace the default mesh of the gizmo
  108122. */
  108123. setCustomMesh(mesh: Mesh): void;
  108124. /**
  108125. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108126. */
  108127. updateGizmoRotationToMatchAttachedMesh: boolean;
  108128. /**
  108129. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108130. */
  108131. updateGizmoPositionToMatchAttachedMesh: boolean;
  108132. /**
  108133. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108134. */
  108135. updateScale: boolean;
  108136. protected _interactionsEnabled: boolean;
  108137. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108138. private _beforeRenderObserver;
  108139. private _tempVector;
  108140. /**
  108141. * Creates a gizmo
  108142. * @param gizmoLayer The utility layer the gizmo will be added to
  108143. */
  108144. constructor(
  108145. /** The utility layer the gizmo will be added to */
  108146. gizmoLayer?: UtilityLayerRenderer);
  108147. /**
  108148. * Updates the gizmo to match the attached mesh's position/rotation
  108149. */
  108150. protected _update(): void;
  108151. /**
  108152. * Disposes of the gizmo
  108153. */
  108154. dispose(): void;
  108155. }
  108156. }
  108157. declare module BABYLON {
  108158. /**
  108159. * Single plane drag gizmo
  108160. */
  108161. export class PlaneDragGizmo extends Gizmo {
  108162. /**
  108163. * Drag behavior responsible for the gizmos dragging interactions
  108164. */
  108165. dragBehavior: PointerDragBehavior;
  108166. private _pointerObserver;
  108167. /**
  108168. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108169. */
  108170. snapDistance: number;
  108171. /**
  108172. * Event that fires each time the gizmo snaps to a new location.
  108173. * * snapDistance is the the change in distance
  108174. */
  108175. onSnapObservable: Observable<{
  108176. snapDistance: number;
  108177. }>;
  108178. private _plane;
  108179. private _coloredMaterial;
  108180. private _hoverMaterial;
  108181. private _isEnabled;
  108182. private _parent;
  108183. /** @hidden */
  108184. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108185. /** @hidden */
  108186. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108187. /**
  108188. * Creates a PlaneDragGizmo
  108189. * @param gizmoLayer The utility layer the gizmo will be added to
  108190. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108191. * @param color The color of the gizmo
  108192. */
  108193. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108194. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108195. /**
  108196. * If the gizmo is enabled
  108197. */
  108198. isEnabled: boolean;
  108199. /**
  108200. * Disposes of the gizmo
  108201. */
  108202. dispose(): void;
  108203. }
  108204. }
  108205. declare module BABYLON {
  108206. /**
  108207. * Gizmo that enables dragging a mesh along 3 axis
  108208. */
  108209. export class PositionGizmo extends Gizmo {
  108210. /**
  108211. * Internal gizmo used for interactions on the x axis
  108212. */
  108213. xGizmo: AxisDragGizmo;
  108214. /**
  108215. * Internal gizmo used for interactions on the y axis
  108216. */
  108217. yGizmo: AxisDragGizmo;
  108218. /**
  108219. * Internal gizmo used for interactions on the z axis
  108220. */
  108221. zGizmo: AxisDragGizmo;
  108222. /**
  108223. * Internal gizmo used for interactions on the yz plane
  108224. */
  108225. xPlaneGizmo: PlaneDragGizmo;
  108226. /**
  108227. * Internal gizmo used for interactions on the xz plane
  108228. */
  108229. yPlaneGizmo: PlaneDragGizmo;
  108230. /**
  108231. * Internal gizmo used for interactions on the xy plane
  108232. */
  108233. zPlaneGizmo: PlaneDragGizmo;
  108234. /**
  108235. * private variables
  108236. */
  108237. private _meshAttached;
  108238. private _updateGizmoRotationToMatchAttachedMesh;
  108239. private _snapDistance;
  108240. private _scaleRatio;
  108241. /** Fires an event when any of it's sub gizmos are dragged */
  108242. onDragStartObservable: Observable<unknown>;
  108243. /** Fires an event when any of it's sub gizmos are released from dragging */
  108244. onDragEndObservable: Observable<unknown>;
  108245. /**
  108246. * If set to true, planar drag is enabled
  108247. */
  108248. private _planarGizmoEnabled;
  108249. attachedMesh: Nullable<AbstractMesh>;
  108250. /**
  108251. * Creates a PositionGizmo
  108252. * @param gizmoLayer The utility layer the gizmo will be added to
  108253. */
  108254. constructor(gizmoLayer?: UtilityLayerRenderer);
  108255. /**
  108256. * If the planar drag gizmo is enabled
  108257. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108258. */
  108259. planarGizmoEnabled: boolean;
  108260. updateGizmoRotationToMatchAttachedMesh: boolean;
  108261. /**
  108262. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108263. */
  108264. snapDistance: number;
  108265. /**
  108266. * Ratio for the scale of the gizmo (Default: 1)
  108267. */
  108268. scaleRatio: number;
  108269. /**
  108270. * Disposes of the gizmo
  108271. */
  108272. dispose(): void;
  108273. /**
  108274. * CustomMeshes are not supported by this gizmo
  108275. * @param mesh The mesh to replace the default mesh of the gizmo
  108276. */
  108277. setCustomMesh(mesh: Mesh): void;
  108278. }
  108279. }
  108280. declare module BABYLON {
  108281. /**
  108282. * Single axis drag gizmo
  108283. */
  108284. export class AxisDragGizmo extends Gizmo {
  108285. /**
  108286. * Drag behavior responsible for the gizmos dragging interactions
  108287. */
  108288. dragBehavior: PointerDragBehavior;
  108289. private _pointerObserver;
  108290. /**
  108291. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108292. */
  108293. snapDistance: number;
  108294. /**
  108295. * Event that fires each time the gizmo snaps to a new location.
  108296. * * snapDistance is the the change in distance
  108297. */
  108298. onSnapObservable: Observable<{
  108299. snapDistance: number;
  108300. }>;
  108301. private _isEnabled;
  108302. private _parent;
  108303. private _arrow;
  108304. private _coloredMaterial;
  108305. private _hoverMaterial;
  108306. /** @hidden */
  108307. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108308. /** @hidden */
  108309. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108310. /**
  108311. * Creates an AxisDragGizmo
  108312. * @param gizmoLayer The utility layer the gizmo will be added to
  108313. * @param dragAxis The axis which the gizmo will be able to drag on
  108314. * @param color The color of the gizmo
  108315. */
  108316. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108317. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108318. /**
  108319. * If the gizmo is enabled
  108320. */
  108321. isEnabled: boolean;
  108322. /**
  108323. * Disposes of the gizmo
  108324. */
  108325. dispose(): void;
  108326. }
  108327. }
  108328. declare module BABYLON.Debug {
  108329. /**
  108330. * The Axes viewer will show 3 axes in a specific point in space
  108331. */
  108332. export class AxesViewer {
  108333. private _xAxis;
  108334. private _yAxis;
  108335. private _zAxis;
  108336. private _scaleLinesFactor;
  108337. private _instanced;
  108338. /**
  108339. * Gets the hosting scene
  108340. */
  108341. scene: Scene;
  108342. /**
  108343. * Gets or sets a number used to scale line length
  108344. */
  108345. scaleLines: number;
  108346. /** Gets the node hierarchy used to render x-axis */
  108347. readonly xAxis: TransformNode;
  108348. /** Gets the node hierarchy used to render y-axis */
  108349. readonly yAxis: TransformNode;
  108350. /** Gets the node hierarchy used to render z-axis */
  108351. readonly zAxis: TransformNode;
  108352. /**
  108353. * Creates a new AxesViewer
  108354. * @param scene defines the hosting scene
  108355. * @param scaleLines defines a number used to scale line length (1 by default)
  108356. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108357. * @param xAxis defines the node hierarchy used to render the x-axis
  108358. * @param yAxis defines the node hierarchy used to render the y-axis
  108359. * @param zAxis defines the node hierarchy used to render the z-axis
  108360. */
  108361. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108362. /**
  108363. * Force the viewer to update
  108364. * @param position defines the position of the viewer
  108365. * @param xaxis defines the x axis of the viewer
  108366. * @param yaxis defines the y axis of the viewer
  108367. * @param zaxis defines the z axis of the viewer
  108368. */
  108369. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108370. /**
  108371. * Creates an instance of this axes viewer.
  108372. * @returns a new axes viewer with instanced meshes
  108373. */
  108374. createInstance(): AxesViewer;
  108375. /** Releases resources */
  108376. dispose(): void;
  108377. private static _SetRenderingGroupId;
  108378. }
  108379. }
  108380. declare module BABYLON.Debug {
  108381. /**
  108382. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108383. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108384. */
  108385. export class BoneAxesViewer extends AxesViewer {
  108386. /**
  108387. * Gets or sets the target mesh where to display the axes viewer
  108388. */
  108389. mesh: Nullable<Mesh>;
  108390. /**
  108391. * Gets or sets the target bone where to display the axes viewer
  108392. */
  108393. bone: Nullable<Bone>;
  108394. /** Gets current position */
  108395. pos: Vector3;
  108396. /** Gets direction of X axis */
  108397. xaxis: Vector3;
  108398. /** Gets direction of Y axis */
  108399. yaxis: Vector3;
  108400. /** Gets direction of Z axis */
  108401. zaxis: Vector3;
  108402. /**
  108403. * Creates a new BoneAxesViewer
  108404. * @param scene defines the hosting scene
  108405. * @param bone defines the target bone
  108406. * @param mesh defines the target mesh
  108407. * @param scaleLines defines a scaling factor for line length (1 by default)
  108408. */
  108409. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108410. /**
  108411. * Force the viewer to update
  108412. */
  108413. update(): void;
  108414. /** Releases resources */
  108415. dispose(): void;
  108416. }
  108417. }
  108418. declare module BABYLON {
  108419. /**
  108420. * Interface used to define scene explorer extensibility option
  108421. */
  108422. export interface IExplorerExtensibilityOption {
  108423. /**
  108424. * Define the option label
  108425. */
  108426. label: string;
  108427. /**
  108428. * Defines the action to execute on click
  108429. */
  108430. action: (entity: any) => void;
  108431. }
  108432. /**
  108433. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108434. */
  108435. export interface IExplorerExtensibilityGroup {
  108436. /**
  108437. * Defines a predicate to test if a given type mut be extended
  108438. */
  108439. predicate: (entity: any) => boolean;
  108440. /**
  108441. * Gets the list of options added to a type
  108442. */
  108443. entries: IExplorerExtensibilityOption[];
  108444. }
  108445. /**
  108446. * Interface used to define the options to use to create the Inspector
  108447. */
  108448. export interface IInspectorOptions {
  108449. /**
  108450. * Display in overlay mode (default: false)
  108451. */
  108452. overlay?: boolean;
  108453. /**
  108454. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108455. */
  108456. globalRoot?: HTMLElement;
  108457. /**
  108458. * Display the Scene explorer
  108459. */
  108460. showExplorer?: boolean;
  108461. /**
  108462. * Display the property inspector
  108463. */
  108464. showInspector?: boolean;
  108465. /**
  108466. * Display in embed mode (both panes on the right)
  108467. */
  108468. embedMode?: boolean;
  108469. /**
  108470. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108471. */
  108472. handleResize?: boolean;
  108473. /**
  108474. * Allow the panes to popup (default: true)
  108475. */
  108476. enablePopup?: boolean;
  108477. /**
  108478. * Allow the panes to be closed by users (default: true)
  108479. */
  108480. enableClose?: boolean;
  108481. /**
  108482. * Optional list of extensibility entries
  108483. */
  108484. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108485. /**
  108486. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108487. */
  108488. inspectorURL?: string;
  108489. }
  108490. interface Scene {
  108491. /**
  108492. * @hidden
  108493. * Backing field
  108494. */
  108495. _debugLayer: DebugLayer;
  108496. /**
  108497. * Gets the debug layer (aka Inspector) associated with the scene
  108498. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108499. */
  108500. debugLayer: DebugLayer;
  108501. }
  108502. /**
  108503. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108504. * what is happening in your scene
  108505. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108506. */
  108507. export class DebugLayer {
  108508. /**
  108509. * Define the url to get the inspector script from.
  108510. * By default it uses the babylonjs CDN.
  108511. * @ignoreNaming
  108512. */
  108513. static InspectorURL: string;
  108514. private _scene;
  108515. private BJSINSPECTOR;
  108516. private _onPropertyChangedObservable?;
  108517. /**
  108518. * Observable triggered when a property is changed through the inspector.
  108519. */
  108520. readonly onPropertyChangedObservable: any;
  108521. /**
  108522. * Instantiates a new debug layer.
  108523. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108524. * what is happening in your scene
  108525. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108526. * @param scene Defines the scene to inspect
  108527. */
  108528. constructor(scene: Scene);
  108529. /** Creates the inspector window. */
  108530. private _createInspector;
  108531. /**
  108532. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108533. * @param entity defines the entity to select
  108534. * @param lineContainerTitle defines the specific block to highlight
  108535. */
  108536. select(entity: any, lineContainerTitle?: string): void;
  108537. /** Get the inspector from bundle or global */
  108538. private _getGlobalInspector;
  108539. /**
  108540. * Get if the inspector is visible or not.
  108541. * @returns true if visible otherwise, false
  108542. */
  108543. isVisible(): boolean;
  108544. /**
  108545. * Hide the inspector and close its window.
  108546. */
  108547. hide(): void;
  108548. /**
  108549. * Launch the debugLayer.
  108550. * @param config Define the configuration of the inspector
  108551. * @return a promise fulfilled when the debug layer is visible
  108552. */
  108553. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108554. }
  108555. }
  108556. declare module BABYLON {
  108557. /**
  108558. * Class containing static functions to help procedurally build meshes
  108559. */
  108560. export class BoxBuilder {
  108561. /**
  108562. * Creates a box mesh
  108563. * * The parameter `size` sets the size (float) of each box side (default 1)
  108564. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108565. * * 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)
  108566. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108567. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108568. * * If you create a double-sided mesh, you can choose what parts of 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
  108569. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108570. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108571. * @param name defines the name of the mesh
  108572. * @param options defines the options used to create the mesh
  108573. * @param scene defines the hosting scene
  108574. * @returns the box mesh
  108575. */
  108576. static CreateBox(name: string, options: {
  108577. size?: number;
  108578. width?: number;
  108579. height?: number;
  108580. depth?: number;
  108581. faceUV?: Vector4[];
  108582. faceColors?: Color4[];
  108583. sideOrientation?: number;
  108584. frontUVs?: Vector4;
  108585. backUVs?: Vector4;
  108586. wrap?: boolean;
  108587. topBaseAt?: number;
  108588. bottomBaseAt?: number;
  108589. updatable?: boolean;
  108590. }, scene?: Nullable<Scene>): Mesh;
  108591. }
  108592. }
  108593. declare module BABYLON {
  108594. /**
  108595. * Class containing static functions to help procedurally build meshes
  108596. */
  108597. export class SphereBuilder {
  108598. /**
  108599. * Creates a sphere mesh
  108600. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108601. * * 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`)
  108602. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108603. * * 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
  108604. * * 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)
  108605. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108606. * * If you create a double-sided mesh, you can choose what parts of 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
  108607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108608. * @param name defines the name of the mesh
  108609. * @param options defines the options used to create the mesh
  108610. * @param scene defines the hosting scene
  108611. * @returns the sphere mesh
  108612. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108613. */
  108614. static CreateSphere(name: string, options: {
  108615. segments?: number;
  108616. diameter?: number;
  108617. diameterX?: number;
  108618. diameterY?: number;
  108619. diameterZ?: number;
  108620. arc?: number;
  108621. slice?: number;
  108622. sideOrientation?: number;
  108623. frontUVs?: Vector4;
  108624. backUVs?: Vector4;
  108625. updatable?: boolean;
  108626. }, scene?: Nullable<Scene>): Mesh;
  108627. }
  108628. }
  108629. declare module BABYLON.Debug {
  108630. /**
  108631. * Used to show the physics impostor around the specific mesh
  108632. */
  108633. export class PhysicsViewer {
  108634. /** @hidden */
  108635. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108636. /** @hidden */
  108637. protected _meshes: Array<Nullable<AbstractMesh>>;
  108638. /** @hidden */
  108639. protected _scene: Nullable<Scene>;
  108640. /** @hidden */
  108641. protected _numMeshes: number;
  108642. /** @hidden */
  108643. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108644. private _renderFunction;
  108645. private _utilityLayer;
  108646. private _debugBoxMesh;
  108647. private _debugSphereMesh;
  108648. private _debugCylinderMesh;
  108649. private _debugMaterial;
  108650. private _debugMeshMeshes;
  108651. /**
  108652. * Creates a new PhysicsViewer
  108653. * @param scene defines the hosting scene
  108654. */
  108655. constructor(scene: Scene);
  108656. /** @hidden */
  108657. protected _updateDebugMeshes(): void;
  108658. /**
  108659. * Renders a specified physic impostor
  108660. * @param impostor defines the impostor to render
  108661. * @param targetMesh defines the mesh represented by the impostor
  108662. * @returns the new debug mesh used to render the impostor
  108663. */
  108664. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108665. /**
  108666. * Hides a specified physic impostor
  108667. * @param impostor defines the impostor to hide
  108668. */
  108669. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108670. private _getDebugMaterial;
  108671. private _getDebugBoxMesh;
  108672. private _getDebugSphereMesh;
  108673. private _getDebugCylinderMesh;
  108674. private _getDebugMeshMesh;
  108675. private _getDebugMesh;
  108676. /** Releases all resources */
  108677. dispose(): void;
  108678. }
  108679. }
  108680. declare module BABYLON {
  108681. /**
  108682. * Class containing static functions to help procedurally build meshes
  108683. */
  108684. export class LinesBuilder {
  108685. /**
  108686. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108687. * * 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
  108688. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108689. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108690. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108691. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108692. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108693. * * 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
  108694. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108696. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108697. * @param name defines the name of the new line system
  108698. * @param options defines the options used to create the line system
  108699. * @param scene defines the hosting scene
  108700. * @returns a new line system mesh
  108701. */
  108702. static CreateLineSystem(name: string, options: {
  108703. lines: Vector3[][];
  108704. updatable?: boolean;
  108705. instance?: Nullable<LinesMesh>;
  108706. colors?: Nullable<Color4[][]>;
  108707. useVertexAlpha?: boolean;
  108708. }, scene: Nullable<Scene>): LinesMesh;
  108709. /**
  108710. * Creates a line mesh
  108711. * 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
  108712. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108713. * * The parameter `points` is an array successive Vector3
  108714. * * 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
  108715. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108716. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108717. * * When updating an instance, remember that only point positions can change, not the number of points
  108718. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108719. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108720. * @param name defines the name of the new line system
  108721. * @param options defines the options used to create the line system
  108722. * @param scene defines the hosting scene
  108723. * @returns a new line mesh
  108724. */
  108725. static CreateLines(name: string, options: {
  108726. points: Vector3[];
  108727. updatable?: boolean;
  108728. instance?: Nullable<LinesMesh>;
  108729. colors?: Color4[];
  108730. useVertexAlpha?: boolean;
  108731. }, scene?: Nullable<Scene>): LinesMesh;
  108732. /**
  108733. * Creates a dashed line mesh
  108734. * * 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
  108735. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108736. * * The parameter `points` is an array successive Vector3
  108737. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108738. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108739. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108740. * * 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
  108741. * * When updating an instance, remember that only point positions can change, not the number of points
  108742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108743. * @param name defines the name of the mesh
  108744. * @param options defines the options used to create the mesh
  108745. * @param scene defines the hosting scene
  108746. * @returns the dashed line mesh
  108747. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108748. */
  108749. static CreateDashedLines(name: string, options: {
  108750. points: Vector3[];
  108751. dashSize?: number;
  108752. gapSize?: number;
  108753. dashNb?: number;
  108754. updatable?: boolean;
  108755. instance?: LinesMesh;
  108756. }, scene?: Nullable<Scene>): LinesMesh;
  108757. }
  108758. }
  108759. declare module BABYLON {
  108760. /**
  108761. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108762. * in order to better appreciate the issue one might have.
  108763. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108764. */
  108765. export class RayHelper {
  108766. /**
  108767. * Defines the ray we are currently tryin to visualize.
  108768. */
  108769. ray: Nullable<Ray>;
  108770. private _renderPoints;
  108771. private _renderLine;
  108772. private _renderFunction;
  108773. private _scene;
  108774. private _updateToMeshFunction;
  108775. private _attachedToMesh;
  108776. private _meshSpaceDirection;
  108777. private _meshSpaceOrigin;
  108778. /**
  108779. * Helper function to create a colored helper in a scene in one line.
  108780. * @param ray Defines the ray we are currently tryin to visualize
  108781. * @param scene Defines the scene the ray is used in
  108782. * @param color Defines the color we want to see the ray in
  108783. * @returns The newly created ray helper.
  108784. */
  108785. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108786. /**
  108787. * Instantiate a new ray helper.
  108788. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108789. * in order to better appreciate the issue one might have.
  108790. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108791. * @param ray Defines the ray we are currently tryin to visualize
  108792. */
  108793. constructor(ray: Ray);
  108794. /**
  108795. * Shows the ray we are willing to debug.
  108796. * @param scene Defines the scene the ray needs to be rendered in
  108797. * @param color Defines the color the ray needs to be rendered in
  108798. */
  108799. show(scene: Scene, color?: Color3): void;
  108800. /**
  108801. * Hides the ray we are debugging.
  108802. */
  108803. hide(): void;
  108804. private _render;
  108805. /**
  108806. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108807. * @param mesh Defines the mesh we want the helper attached to
  108808. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108809. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108810. * @param length Defines the length of the ray
  108811. */
  108812. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108813. /**
  108814. * Detach the ray helper from the mesh it has previously been attached to.
  108815. */
  108816. detachFromMesh(): void;
  108817. private _updateToMesh;
  108818. /**
  108819. * Dispose the helper and release its associated resources.
  108820. */
  108821. dispose(): void;
  108822. }
  108823. }
  108824. declare module BABYLON.Debug {
  108825. /**
  108826. * Class used to render a debug view of a given skeleton
  108827. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108828. */
  108829. export class SkeletonViewer {
  108830. /** defines the skeleton to render */
  108831. skeleton: Skeleton;
  108832. /** defines the mesh attached to the skeleton */
  108833. mesh: AbstractMesh;
  108834. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108835. autoUpdateBonesMatrices: boolean;
  108836. /** defines the rendering group id to use with the viewer */
  108837. renderingGroupId: number;
  108838. /** Gets or sets the color used to render the skeleton */
  108839. color: Color3;
  108840. private _scene;
  108841. private _debugLines;
  108842. private _debugMesh;
  108843. private _isEnabled;
  108844. private _renderFunction;
  108845. private _utilityLayer;
  108846. /**
  108847. * Returns the mesh used to render the bones
  108848. */
  108849. readonly debugMesh: Nullable<LinesMesh>;
  108850. /**
  108851. * Creates a new SkeletonViewer
  108852. * @param skeleton defines the skeleton to render
  108853. * @param mesh defines the mesh attached to the skeleton
  108854. * @param scene defines the hosting scene
  108855. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108856. * @param renderingGroupId defines the rendering group id to use with the viewer
  108857. */
  108858. constructor(
  108859. /** defines the skeleton to render */
  108860. skeleton: Skeleton,
  108861. /** defines the mesh attached to the skeleton */
  108862. mesh: AbstractMesh, scene: Scene,
  108863. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108864. autoUpdateBonesMatrices?: boolean,
  108865. /** defines the rendering group id to use with the viewer */
  108866. renderingGroupId?: number);
  108867. /** Gets or sets a boolean indicating if the viewer is enabled */
  108868. isEnabled: boolean;
  108869. private _getBonePosition;
  108870. private _getLinesForBonesWithLength;
  108871. private _getLinesForBonesNoLength;
  108872. /** Update the viewer to sync with current skeleton state */
  108873. update(): void;
  108874. /** Release associated resources */
  108875. dispose(): void;
  108876. }
  108877. }
  108878. declare module BABYLON {
  108879. /**
  108880. * Options to create the null engine
  108881. */
  108882. export class NullEngineOptions {
  108883. /**
  108884. * Render width (Default: 512)
  108885. */
  108886. renderWidth: number;
  108887. /**
  108888. * Render height (Default: 256)
  108889. */
  108890. renderHeight: number;
  108891. /**
  108892. * Texture size (Default: 512)
  108893. */
  108894. textureSize: number;
  108895. /**
  108896. * If delta time between frames should be constant
  108897. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108898. */
  108899. deterministicLockstep: boolean;
  108900. /**
  108901. * Maximum about of steps between frames (Default: 4)
  108902. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108903. */
  108904. lockstepMaxSteps: number;
  108905. }
  108906. /**
  108907. * The null engine class provides support for headless version of babylon.js.
  108908. * This can be used in server side scenario or for testing purposes
  108909. */
  108910. export class NullEngine extends Engine {
  108911. private _options;
  108912. /**
  108913. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108914. */
  108915. isDeterministicLockStep(): boolean;
  108916. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108917. getLockstepMaxSteps(): number;
  108918. /**
  108919. * Sets hardware scaling, used to save performance if needed
  108920. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108921. */
  108922. getHardwareScalingLevel(): number;
  108923. constructor(options?: NullEngineOptions);
  108924. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108925. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108926. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108927. getRenderWidth(useScreen?: boolean): number;
  108928. getRenderHeight(useScreen?: boolean): number;
  108929. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108930. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108931. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108932. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108933. bindSamplers(effect: Effect): void;
  108934. enableEffect(effect: Effect): void;
  108935. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108936. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108937. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108938. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108939. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108940. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108941. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108942. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108943. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108944. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108945. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108946. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108947. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108948. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108949. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108950. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108951. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108952. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108953. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108954. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108955. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108956. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108957. bindBuffers(vertexBuffers: {
  108958. [key: string]: VertexBuffer;
  108959. }, indexBuffer: DataBuffer, effect: Effect): void;
  108960. wipeCaches(bruteForce?: boolean): void;
  108961. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108962. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108963. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108964. /** @hidden */
  108965. _createTexture(): WebGLTexture;
  108966. /** @hidden */
  108967. _releaseTexture(texture: InternalTexture): void;
  108968. 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;
  108969. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108970. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108971. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108972. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108973. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108974. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108975. areAllEffectsReady(): boolean;
  108976. /**
  108977. * @hidden
  108978. * Get the current error code of the webGL context
  108979. * @returns the error code
  108980. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108981. */
  108982. getError(): number;
  108983. /** @hidden */
  108984. _getUnpackAlignement(): number;
  108985. /** @hidden */
  108986. _unpackFlipY(value: boolean): void;
  108987. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108988. /**
  108989. * Updates a dynamic vertex buffer.
  108990. * @param vertexBuffer the vertex buffer to update
  108991. * @param data the data used to update the vertex buffer
  108992. * @param byteOffset the byte offset of the data (optional)
  108993. * @param byteLength the byte length of the data (optional)
  108994. */
  108995. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  108996. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  108997. /** @hidden */
  108998. _bindTexture(channel: number, texture: InternalTexture): void;
  108999. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109000. releaseEffects(): void;
  109001. displayLoadingUI(): void;
  109002. hideLoadingUI(): void;
  109003. /** @hidden */
  109004. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109005. /** @hidden */
  109006. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109007. /** @hidden */
  109008. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109009. /** @hidden */
  109010. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109011. }
  109012. }
  109013. declare module BABYLON {
  109014. /** @hidden */
  109015. export class _OcclusionDataStorage {
  109016. /** @hidden */
  109017. occlusionInternalRetryCounter: number;
  109018. /** @hidden */
  109019. isOcclusionQueryInProgress: boolean;
  109020. /** @hidden */
  109021. isOccluded: boolean;
  109022. /** @hidden */
  109023. occlusionRetryCount: number;
  109024. /** @hidden */
  109025. occlusionType: number;
  109026. /** @hidden */
  109027. occlusionQueryAlgorithmType: number;
  109028. }
  109029. interface Engine {
  109030. /**
  109031. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109032. * @return the new query
  109033. */
  109034. createQuery(): WebGLQuery;
  109035. /**
  109036. * Delete and release a webGL query
  109037. * @param query defines the query to delete
  109038. * @return the current engine
  109039. */
  109040. deleteQuery(query: WebGLQuery): Engine;
  109041. /**
  109042. * Check if a given query has resolved and got its value
  109043. * @param query defines the query to check
  109044. * @returns true if the query got its value
  109045. */
  109046. isQueryResultAvailable(query: WebGLQuery): boolean;
  109047. /**
  109048. * Gets the value of a given query
  109049. * @param query defines the query to check
  109050. * @returns the value of the query
  109051. */
  109052. getQueryResult(query: WebGLQuery): number;
  109053. /**
  109054. * Initiates an occlusion query
  109055. * @param algorithmType defines the algorithm to use
  109056. * @param query defines the query to use
  109057. * @returns the current engine
  109058. * @see http://doc.babylonjs.com/features/occlusionquery
  109059. */
  109060. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109061. /**
  109062. * Ends an occlusion query
  109063. * @see http://doc.babylonjs.com/features/occlusionquery
  109064. * @param algorithmType defines the algorithm to use
  109065. * @returns the current engine
  109066. */
  109067. endOcclusionQuery(algorithmType: number): Engine;
  109068. /**
  109069. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109070. * Please note that only one query can be issued at a time
  109071. * @returns a time token used to track the time span
  109072. */
  109073. startTimeQuery(): Nullable<_TimeToken>;
  109074. /**
  109075. * Ends a time query
  109076. * @param token defines the token used to measure the time span
  109077. * @returns the time spent (in ns)
  109078. */
  109079. endTimeQuery(token: _TimeToken): int;
  109080. /** @hidden */
  109081. _currentNonTimestampToken: Nullable<_TimeToken>;
  109082. /** @hidden */
  109083. _createTimeQuery(): WebGLQuery;
  109084. /** @hidden */
  109085. _deleteTimeQuery(query: WebGLQuery): void;
  109086. /** @hidden */
  109087. _getGlAlgorithmType(algorithmType: number): number;
  109088. /** @hidden */
  109089. _getTimeQueryResult(query: WebGLQuery): any;
  109090. /** @hidden */
  109091. _getTimeQueryAvailability(query: WebGLQuery): any;
  109092. }
  109093. interface AbstractMesh {
  109094. /**
  109095. * Backing filed
  109096. * @hidden
  109097. */
  109098. __occlusionDataStorage: _OcclusionDataStorage;
  109099. /**
  109100. * Access property
  109101. * @hidden
  109102. */
  109103. _occlusionDataStorage: _OcclusionDataStorage;
  109104. /**
  109105. * 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.
  109106. * The default value is -1 which means don't break the query and wait till the result
  109107. * @see http://doc.babylonjs.com/features/occlusionquery
  109108. */
  109109. occlusionRetryCount: number;
  109110. /**
  109111. * 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:
  109112. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109113. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109114. * * 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.
  109115. * @see http://doc.babylonjs.com/features/occlusionquery
  109116. */
  109117. occlusionType: number;
  109118. /**
  109119. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109120. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109121. * * 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.
  109122. * @see http://doc.babylonjs.com/features/occlusionquery
  109123. */
  109124. occlusionQueryAlgorithmType: number;
  109125. /**
  109126. * 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
  109127. * @see http://doc.babylonjs.com/features/occlusionquery
  109128. */
  109129. isOccluded: boolean;
  109130. /**
  109131. * Flag to check the progress status of the query
  109132. * @see http://doc.babylonjs.com/features/occlusionquery
  109133. */
  109134. isOcclusionQueryInProgress: boolean;
  109135. }
  109136. }
  109137. declare module BABYLON {
  109138. /** @hidden */
  109139. export var _forceTransformFeedbackToBundle: boolean;
  109140. interface Engine {
  109141. /**
  109142. * Creates a webGL transform feedback object
  109143. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109144. * @returns the webGL transform feedback object
  109145. */
  109146. createTransformFeedback(): WebGLTransformFeedback;
  109147. /**
  109148. * Delete a webGL transform feedback object
  109149. * @param value defines the webGL transform feedback object to delete
  109150. */
  109151. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109152. /**
  109153. * Bind a webGL transform feedback object to the webgl context
  109154. * @param value defines the webGL transform feedback object to bind
  109155. */
  109156. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109157. /**
  109158. * Begins a transform feedback operation
  109159. * @param usePoints defines if points or triangles must be used
  109160. */
  109161. beginTransformFeedback(usePoints: boolean): void;
  109162. /**
  109163. * Ends a transform feedback operation
  109164. */
  109165. endTransformFeedback(): void;
  109166. /**
  109167. * Specify the varyings to use with transform feedback
  109168. * @param program defines the associated webGL program
  109169. * @param value defines the list of strings representing the varying names
  109170. */
  109171. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109172. /**
  109173. * Bind a webGL buffer for a transform feedback operation
  109174. * @param value defines the webGL buffer to bind
  109175. */
  109176. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109177. }
  109178. }
  109179. declare module BABYLON {
  109180. /**
  109181. * Creation options of the multi render target texture.
  109182. */
  109183. export interface IMultiRenderTargetOptions {
  109184. /**
  109185. * Define if the texture needs to create mip maps after render.
  109186. */
  109187. generateMipMaps?: boolean;
  109188. /**
  109189. * Define the types of all the draw buffers we want to create
  109190. */
  109191. types?: number[];
  109192. /**
  109193. * Define the sampling modes of all the draw buffers we want to create
  109194. */
  109195. samplingModes?: number[];
  109196. /**
  109197. * Define if a depth buffer is required
  109198. */
  109199. generateDepthBuffer?: boolean;
  109200. /**
  109201. * Define if a stencil buffer is required
  109202. */
  109203. generateStencilBuffer?: boolean;
  109204. /**
  109205. * Define if a depth texture is required instead of a depth buffer
  109206. */
  109207. generateDepthTexture?: boolean;
  109208. /**
  109209. * Define the number of desired draw buffers
  109210. */
  109211. textureCount?: number;
  109212. /**
  109213. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109214. */
  109215. doNotChangeAspectRatio?: boolean;
  109216. /**
  109217. * Define the default type of the buffers we are creating
  109218. */
  109219. defaultType?: number;
  109220. }
  109221. /**
  109222. * A multi render target, like a render target provides the ability to render to a texture.
  109223. * Unlike the render target, it can render to several draw buffers in one draw.
  109224. * This is specially interesting in deferred rendering or for any effects requiring more than
  109225. * just one color from a single pass.
  109226. */
  109227. export class MultiRenderTarget extends RenderTargetTexture {
  109228. private _internalTextures;
  109229. private _textures;
  109230. private _multiRenderTargetOptions;
  109231. /**
  109232. * Get if draw buffers are currently supported by the used hardware and browser.
  109233. */
  109234. readonly isSupported: boolean;
  109235. /**
  109236. * Get the list of textures generated by the multi render target.
  109237. */
  109238. readonly textures: Texture[];
  109239. /**
  109240. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109241. */
  109242. readonly depthTexture: Texture;
  109243. /**
  109244. * Set the wrapping mode on U of all the textures we are rendering to.
  109245. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109246. */
  109247. wrapU: number;
  109248. /**
  109249. * Set the wrapping mode on V of all the textures we are rendering to.
  109250. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109251. */
  109252. wrapV: number;
  109253. /**
  109254. * Instantiate a new multi render target texture.
  109255. * A multi render target, like a render target provides the ability to render to a texture.
  109256. * Unlike the render target, it can render to several draw buffers in one draw.
  109257. * This is specially interesting in deferred rendering or for any effects requiring more than
  109258. * just one color from a single pass.
  109259. * @param name Define the name of the texture
  109260. * @param size Define the size of the buffers to render to
  109261. * @param count Define the number of target we are rendering into
  109262. * @param scene Define the scene the texture belongs to
  109263. * @param options Define the options used to create the multi render target
  109264. */
  109265. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109266. /** @hidden */
  109267. _rebuild(): void;
  109268. private _createInternalTextures;
  109269. private _createTextures;
  109270. /**
  109271. * Define the number of samples used if MSAA is enabled.
  109272. */
  109273. samples: number;
  109274. /**
  109275. * Resize all the textures in the multi render target.
  109276. * Be carrefull as it will recreate all the data in the new texture.
  109277. * @param size Define the new size
  109278. */
  109279. resize(size: any): void;
  109280. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109281. /**
  109282. * Dispose the render targets and their associated resources
  109283. */
  109284. dispose(): void;
  109285. /**
  109286. * Release all the underlying texture used as draw buffers.
  109287. */
  109288. releaseInternalTextures(): void;
  109289. }
  109290. }
  109291. declare module BABYLON {
  109292. interface Engine {
  109293. /**
  109294. * Unbind a list of render target textures from the webGL context
  109295. * This is used only when drawBuffer extension or webGL2 are active
  109296. * @param textures defines the render target textures to unbind
  109297. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109298. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109299. */
  109300. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109301. /**
  109302. * Create a multi render target texture
  109303. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109304. * @param size defines the size of the texture
  109305. * @param options defines the creation options
  109306. * @returns the cube texture as an InternalTexture
  109307. */
  109308. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109309. /**
  109310. * Update the sample count for a given multiple render target texture
  109311. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109312. * @param textures defines the textures to update
  109313. * @param samples defines the sample count to set
  109314. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109315. */
  109316. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109317. }
  109318. }
  109319. declare module BABYLON {
  109320. /** @hidden */
  109321. export var rgbdEncodePixelShader: {
  109322. name: string;
  109323. shader: string;
  109324. };
  109325. }
  109326. declare module BABYLON {
  109327. /** @hidden */
  109328. export var rgbdDecodePixelShader: {
  109329. name: string;
  109330. shader: string;
  109331. };
  109332. }
  109333. declare module BABYLON {
  109334. /**
  109335. * Raw texture data and descriptor sufficient for WebGL texture upload
  109336. */
  109337. export interface EnvironmentTextureInfo {
  109338. /**
  109339. * Version of the environment map
  109340. */
  109341. version: number;
  109342. /**
  109343. * Width of image
  109344. */
  109345. width: number;
  109346. /**
  109347. * Irradiance information stored in the file.
  109348. */
  109349. irradiance: any;
  109350. /**
  109351. * Specular information stored in the file.
  109352. */
  109353. specular: any;
  109354. }
  109355. /**
  109356. * Defines One Image in the file. It requires only the position in the file
  109357. * as well as the length.
  109358. */
  109359. interface BufferImageData {
  109360. /**
  109361. * Length of the image data.
  109362. */
  109363. length: number;
  109364. /**
  109365. * Position of the data from the null terminator delimiting the end of the JSON.
  109366. */
  109367. position: number;
  109368. }
  109369. /**
  109370. * Defines the specular data enclosed in the file.
  109371. * This corresponds to the version 1 of the data.
  109372. */
  109373. export interface EnvironmentTextureSpecularInfoV1 {
  109374. /**
  109375. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109376. */
  109377. specularDataPosition?: number;
  109378. /**
  109379. * This contains all the images data needed to reconstruct the cubemap.
  109380. */
  109381. mipmaps: Array<BufferImageData>;
  109382. /**
  109383. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109384. */
  109385. lodGenerationScale: number;
  109386. }
  109387. /**
  109388. * Sets of helpers addressing the serialization and deserialization of environment texture
  109389. * stored in a BabylonJS env file.
  109390. * Those files are usually stored as .env files.
  109391. */
  109392. export class EnvironmentTextureTools {
  109393. /**
  109394. * Magic number identifying the env file.
  109395. */
  109396. private static _MagicBytes;
  109397. /**
  109398. * Gets the environment info from an env file.
  109399. * @param data The array buffer containing the .env bytes.
  109400. * @returns the environment file info (the json header) if successfully parsed.
  109401. */
  109402. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109403. /**
  109404. * Creates an environment texture from a loaded cube texture.
  109405. * @param texture defines the cube texture to convert in env file
  109406. * @return a promise containing the environment data if succesfull.
  109407. */
  109408. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109409. /**
  109410. * Creates a JSON representation of the spherical data.
  109411. * @param texture defines the texture containing the polynomials
  109412. * @return the JSON representation of the spherical info
  109413. */
  109414. private static _CreateEnvTextureIrradiance;
  109415. /**
  109416. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109417. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109418. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109419. * @return the views described by info providing access to the underlying buffer
  109420. */
  109421. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109422. /**
  109423. * Uploads the texture info contained in the env file to the GPU.
  109424. * @param texture defines the internal texture to upload to
  109425. * @param arrayBuffer defines the buffer cotaining the data to load
  109426. * @param info defines the texture info retrieved through the GetEnvInfo method
  109427. * @returns a promise
  109428. */
  109429. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109430. /**
  109431. * Uploads the levels of image data to the GPU.
  109432. * @param texture defines the internal texture to upload to
  109433. * @param imageData defines the array buffer views of image data [mipmap][face]
  109434. * @returns a promise
  109435. */
  109436. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109437. /**
  109438. * Uploads spherical polynomials information to the texture.
  109439. * @param texture defines the texture we are trying to upload the information to
  109440. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109441. */
  109442. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109443. /** @hidden */
  109444. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109445. }
  109446. }
  109447. declare module BABYLON {
  109448. /**
  109449. * Contains position and normal vectors for a vertex
  109450. */
  109451. export class PositionNormalVertex {
  109452. /** the position of the vertex (defaut: 0,0,0) */
  109453. position: Vector3;
  109454. /** the normal of the vertex (defaut: 0,1,0) */
  109455. normal: Vector3;
  109456. /**
  109457. * Creates a PositionNormalVertex
  109458. * @param position the position of the vertex (defaut: 0,0,0)
  109459. * @param normal the normal of the vertex (defaut: 0,1,0)
  109460. */
  109461. constructor(
  109462. /** the position of the vertex (defaut: 0,0,0) */
  109463. position?: Vector3,
  109464. /** the normal of the vertex (defaut: 0,1,0) */
  109465. normal?: Vector3);
  109466. /**
  109467. * Clones the PositionNormalVertex
  109468. * @returns the cloned PositionNormalVertex
  109469. */
  109470. clone(): PositionNormalVertex;
  109471. }
  109472. /**
  109473. * Contains position, normal and uv vectors for a vertex
  109474. */
  109475. export class PositionNormalTextureVertex {
  109476. /** the position of the vertex (defaut: 0,0,0) */
  109477. position: Vector3;
  109478. /** the normal of the vertex (defaut: 0,1,0) */
  109479. normal: Vector3;
  109480. /** the uv of the vertex (default: 0,0) */
  109481. uv: Vector2;
  109482. /**
  109483. * Creates a PositionNormalTextureVertex
  109484. * @param position the position of the vertex (defaut: 0,0,0)
  109485. * @param normal the normal of the vertex (defaut: 0,1,0)
  109486. * @param uv the uv of the vertex (default: 0,0)
  109487. */
  109488. constructor(
  109489. /** the position of the vertex (defaut: 0,0,0) */
  109490. position?: Vector3,
  109491. /** the normal of the vertex (defaut: 0,1,0) */
  109492. normal?: Vector3,
  109493. /** the uv of the vertex (default: 0,0) */
  109494. uv?: Vector2);
  109495. /**
  109496. * Clones the PositionNormalTextureVertex
  109497. * @returns the cloned PositionNormalTextureVertex
  109498. */
  109499. clone(): PositionNormalTextureVertex;
  109500. }
  109501. }
  109502. declare module BABYLON {
  109503. /** @hidden */
  109504. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109505. private _genericAttributeLocation;
  109506. private _varyingLocationCount;
  109507. private _varyingLocationMap;
  109508. private _replacements;
  109509. private _textureCount;
  109510. private _uniforms;
  109511. lineProcessor(line: string): string;
  109512. attributeProcessor(attribute: string): string;
  109513. varyingProcessor(varying: string, isFragment: boolean): string;
  109514. uniformProcessor(uniform: string): string;
  109515. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109516. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109517. }
  109518. }
  109519. declare module BABYLON {
  109520. /**
  109521. * Container for accessors for natively-stored mesh data buffers.
  109522. */
  109523. class NativeDataBuffer extends DataBuffer {
  109524. /**
  109525. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109526. */
  109527. nativeIndexBuffer?: any;
  109528. /**
  109529. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109530. */
  109531. nativeVertexBuffer?: any;
  109532. }
  109533. /** @hidden */
  109534. export class NativeEngine extends Engine {
  109535. private readonly _native;
  109536. getHardwareScalingLevel(): number;
  109537. constructor();
  109538. /**
  109539. * Can be used to override the current requestAnimationFrame requester.
  109540. * @hidden
  109541. */
  109542. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109543. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109544. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109545. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109546. recordVertexArrayObject(vertexBuffers: {
  109547. [key: string]: VertexBuffer;
  109548. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109549. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109550. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109551. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109552. /**
  109553. * Draw a list of indexed primitives
  109554. * @param fillMode defines the primitive to use
  109555. * @param indexStart defines the starting index
  109556. * @param indexCount defines the number of index to draw
  109557. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109558. */
  109559. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109560. /**
  109561. * Draw a list of unindexed primitives
  109562. * @param fillMode defines the primitive to use
  109563. * @param verticesStart defines the index of first vertex to draw
  109564. * @param verticesCount defines the count of vertices to draw
  109565. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109566. */
  109567. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109568. createPipelineContext(): IPipelineContext;
  109569. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109570. /** @hidden */
  109571. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109572. /** @hidden */
  109573. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109574. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109575. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109576. protected _setProgram(program: WebGLProgram): void;
  109577. _releaseEffect(effect: Effect): void;
  109578. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109579. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109580. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109581. bindSamplers(effect: Effect): void;
  109582. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109583. getRenderWidth(useScreen?: boolean): number;
  109584. getRenderHeight(useScreen?: boolean): number;
  109585. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109586. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109587. /**
  109588. * Set the z offset to apply to current rendering
  109589. * @param value defines the offset to apply
  109590. */
  109591. setZOffset(value: number): void;
  109592. /**
  109593. * Gets the current value of the zOffset
  109594. * @returns the current zOffset state
  109595. */
  109596. getZOffset(): number;
  109597. /**
  109598. * Enable or disable depth buffering
  109599. * @param enable defines the state to set
  109600. */
  109601. setDepthBuffer(enable: boolean): void;
  109602. /**
  109603. * Gets a boolean indicating if depth writing is enabled
  109604. * @returns the current depth writing state
  109605. */
  109606. getDepthWrite(): boolean;
  109607. /**
  109608. * Enable or disable depth writing
  109609. * @param enable defines the state to set
  109610. */
  109611. setDepthWrite(enable: boolean): void;
  109612. /**
  109613. * Enable or disable color writing
  109614. * @param enable defines the state to set
  109615. */
  109616. setColorWrite(enable: boolean): void;
  109617. /**
  109618. * Gets a boolean indicating if color writing is enabled
  109619. * @returns the current color writing state
  109620. */
  109621. getColorWrite(): boolean;
  109622. /**
  109623. * Sets alpha constants used by some alpha blending modes
  109624. * @param r defines the red component
  109625. * @param g defines the green component
  109626. * @param b defines the blue component
  109627. * @param a defines the alpha component
  109628. */
  109629. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109630. /**
  109631. * Sets the current alpha mode
  109632. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109633. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109634. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109635. */
  109636. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109637. /**
  109638. * Gets the current alpha mode
  109639. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109640. * @returns the current alpha mode
  109641. */
  109642. getAlphaMode(): number;
  109643. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109644. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109645. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109646. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109647. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109648. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109649. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109650. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109651. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109652. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109653. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109654. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109655. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109656. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109657. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109658. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109659. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109660. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109661. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109662. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109663. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109664. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109665. wipeCaches(bruteForce?: boolean): void;
  109666. _createTexture(): WebGLTexture;
  109667. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109668. /**
  109669. * Usually called from BABYLON.Texture.ts.
  109670. * Passed information to create a WebGLTexture
  109671. * @param urlArg defines a value which contains one of the following:
  109672. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109673. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109674. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109675. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109676. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109677. * @param scene needed for loading to the correct scene
  109678. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109679. * @param onLoad optional callback to be called upon successful completion
  109680. * @param onError optional callback to be called upon failure
  109681. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109682. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109683. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109684. * @param forcedExtension defines the extension to use to pick the right loader
  109685. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109686. */
  109687. 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;
  109688. /**
  109689. * Creates a cube texture
  109690. * @param rootUrl defines the url where the files to load is located
  109691. * @param scene defines the current scene
  109692. * @param files defines the list of files to load (1 per face)
  109693. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109694. * @param onLoad defines an optional callback raised when the texture is loaded
  109695. * @param onError defines an optional callback raised if there is an issue to load the texture
  109696. * @param format defines the format of the data
  109697. * @param forcedExtension defines the extension to use to pick the right loader
  109698. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109699. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109700. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109701. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109702. * @returns the cube texture as an InternalTexture
  109703. */
  109704. 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;
  109705. private _getSamplingFilter;
  109706. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109707. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109708. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109709. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109710. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109711. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109712. /**
  109713. * Updates a dynamic vertex buffer.
  109714. * @param vertexBuffer the vertex buffer to update
  109715. * @param data the data used to update the vertex buffer
  109716. * @param byteOffset the byte offset of the data (optional)
  109717. * @param byteLength the byte length of the data (optional)
  109718. */
  109719. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109720. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109721. private _updateAnisotropicLevel;
  109722. private _getAddressMode;
  109723. /** @hidden */
  109724. _bindTexture(channel: number, texture: InternalTexture): void;
  109725. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109726. releaseEffects(): void;
  109727. /** @hidden */
  109728. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109729. /** @hidden */
  109730. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109731. /** @hidden */
  109732. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109733. /** @hidden */
  109734. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109735. }
  109736. }
  109737. declare module BABYLON {
  109738. /**
  109739. * Gather the list of clipboard event types as constants.
  109740. */
  109741. export class ClipboardEventTypes {
  109742. /**
  109743. * The clipboard event is fired when a copy command is active (pressed).
  109744. */
  109745. static readonly COPY: number;
  109746. /**
  109747. * The clipboard event is fired when a cut command is active (pressed).
  109748. */
  109749. static readonly CUT: number;
  109750. /**
  109751. * The clipboard event is fired when a paste command is active (pressed).
  109752. */
  109753. static readonly PASTE: number;
  109754. }
  109755. /**
  109756. * This class is used to store clipboard related info for the onClipboardObservable event.
  109757. */
  109758. export class ClipboardInfo {
  109759. /**
  109760. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109761. */
  109762. type: number;
  109763. /**
  109764. * Defines the related dom event
  109765. */
  109766. event: ClipboardEvent;
  109767. /**
  109768. *Creates an instance of ClipboardInfo.
  109769. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109770. * @param event Defines the related dom event
  109771. */
  109772. constructor(
  109773. /**
  109774. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109775. */
  109776. type: number,
  109777. /**
  109778. * Defines the related dom event
  109779. */
  109780. event: ClipboardEvent);
  109781. /**
  109782. * Get the clipboard event's type from the keycode.
  109783. * @param keyCode Defines the keyCode for the current keyboard event.
  109784. * @return {number}
  109785. */
  109786. static GetTypeFromCharacter(keyCode: number): number;
  109787. }
  109788. }
  109789. declare module BABYLON {
  109790. /**
  109791. * Google Daydream controller
  109792. */
  109793. export class DaydreamController extends WebVRController {
  109794. /**
  109795. * Base Url for the controller model.
  109796. */
  109797. static MODEL_BASE_URL: string;
  109798. /**
  109799. * File name for the controller model.
  109800. */
  109801. static MODEL_FILENAME: string;
  109802. /**
  109803. * Gamepad Id prefix used to identify Daydream Controller.
  109804. */
  109805. static readonly GAMEPAD_ID_PREFIX: string;
  109806. /**
  109807. * Creates a new DaydreamController from a gamepad
  109808. * @param vrGamepad the gamepad that the controller should be created from
  109809. */
  109810. constructor(vrGamepad: any);
  109811. /**
  109812. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109813. * @param scene scene in which to add meshes
  109814. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109815. */
  109816. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109817. /**
  109818. * Called once for each button that changed state since the last frame
  109819. * @param buttonIdx Which button index changed
  109820. * @param state New state of the button
  109821. * @param changes Which properties on the state changed since last frame
  109822. */
  109823. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109824. }
  109825. }
  109826. declare module BABYLON {
  109827. /**
  109828. * Gear VR Controller
  109829. */
  109830. export class GearVRController extends WebVRController {
  109831. /**
  109832. * Base Url for the controller model.
  109833. */
  109834. static MODEL_BASE_URL: string;
  109835. /**
  109836. * File name for the controller model.
  109837. */
  109838. static MODEL_FILENAME: string;
  109839. /**
  109840. * Gamepad Id prefix used to identify this controller.
  109841. */
  109842. static readonly GAMEPAD_ID_PREFIX: string;
  109843. private readonly _buttonIndexToObservableNameMap;
  109844. /**
  109845. * Creates a new GearVRController from a gamepad
  109846. * @param vrGamepad the gamepad that the controller should be created from
  109847. */
  109848. constructor(vrGamepad: any);
  109849. /**
  109850. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109851. * @param scene scene in which to add meshes
  109852. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109853. */
  109854. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109855. /**
  109856. * Called once for each button that changed state since the last frame
  109857. * @param buttonIdx Which button index changed
  109858. * @param state New state of the button
  109859. * @param changes Which properties on the state changed since last frame
  109860. */
  109861. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109862. }
  109863. }
  109864. declare module BABYLON {
  109865. /**
  109866. * Class containing static functions to help procedurally build meshes
  109867. */
  109868. export class PolyhedronBuilder {
  109869. /**
  109870. * Creates a polyhedron mesh
  109871. * * 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
  109872. * * The parameter `size` (positive float, default 1) sets the polygon size
  109873. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  109874. * * 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`
  109875. * * 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
  109876. * * 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)`)
  109877. * * 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
  109878. * * 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
  109879. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109880. * * If you create a double-sided mesh, you can choose what parts of 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
  109881. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109882. * @param name defines the name of the mesh
  109883. * @param options defines the options used to create the mesh
  109884. * @param scene defines the hosting scene
  109885. * @returns the polyhedron mesh
  109886. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  109887. */
  109888. static CreatePolyhedron(name: string, options: {
  109889. type?: number;
  109890. size?: number;
  109891. sizeX?: number;
  109892. sizeY?: number;
  109893. sizeZ?: number;
  109894. custom?: any;
  109895. faceUV?: Vector4[];
  109896. faceColors?: Color4[];
  109897. flat?: boolean;
  109898. updatable?: boolean;
  109899. sideOrientation?: number;
  109900. frontUVs?: Vector4;
  109901. backUVs?: Vector4;
  109902. }, scene?: Nullable<Scene>): Mesh;
  109903. }
  109904. }
  109905. declare module BABYLON {
  109906. /**
  109907. * Gizmo that enables scaling a mesh along 3 axis
  109908. */
  109909. export class ScaleGizmo extends Gizmo {
  109910. /**
  109911. * Internal gizmo used for interactions on the x axis
  109912. */
  109913. xGizmo: AxisScaleGizmo;
  109914. /**
  109915. * Internal gizmo used for interactions on the y axis
  109916. */
  109917. yGizmo: AxisScaleGizmo;
  109918. /**
  109919. * Internal gizmo used for interactions on the z axis
  109920. */
  109921. zGizmo: AxisScaleGizmo;
  109922. /**
  109923. * Internal gizmo used to scale all axis equally
  109924. */
  109925. uniformScaleGizmo: AxisScaleGizmo;
  109926. private _meshAttached;
  109927. private _updateGizmoRotationToMatchAttachedMesh;
  109928. private _snapDistance;
  109929. private _scaleRatio;
  109930. private _uniformScalingMesh;
  109931. private _octahedron;
  109932. /** Fires an event when any of it's sub gizmos are dragged */
  109933. onDragStartObservable: Observable<unknown>;
  109934. /** Fires an event when any of it's sub gizmos are released from dragging */
  109935. onDragEndObservable: Observable<unknown>;
  109936. attachedMesh: Nullable<AbstractMesh>;
  109937. /**
  109938. * Creates a ScaleGizmo
  109939. * @param gizmoLayer The utility layer the gizmo will be added to
  109940. */
  109941. constructor(gizmoLayer?: UtilityLayerRenderer);
  109942. updateGizmoRotationToMatchAttachedMesh: boolean;
  109943. /**
  109944. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109945. */
  109946. snapDistance: number;
  109947. /**
  109948. * Ratio for the scale of the gizmo (Default: 1)
  109949. */
  109950. scaleRatio: number;
  109951. /**
  109952. * Disposes of the gizmo
  109953. */
  109954. dispose(): void;
  109955. }
  109956. }
  109957. declare module BABYLON {
  109958. /**
  109959. * Single axis scale gizmo
  109960. */
  109961. export class AxisScaleGizmo extends Gizmo {
  109962. /**
  109963. * Drag behavior responsible for the gizmos dragging interactions
  109964. */
  109965. dragBehavior: PointerDragBehavior;
  109966. private _pointerObserver;
  109967. /**
  109968. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109969. */
  109970. snapDistance: number;
  109971. /**
  109972. * Event that fires each time the gizmo snaps to a new location.
  109973. * * snapDistance is the the change in distance
  109974. */
  109975. onSnapObservable: Observable<{
  109976. snapDistance: number;
  109977. }>;
  109978. /**
  109979. * If the scaling operation should be done on all axis (default: false)
  109980. */
  109981. uniformScaling: boolean;
  109982. private _isEnabled;
  109983. private _parent;
  109984. private _arrow;
  109985. private _coloredMaterial;
  109986. private _hoverMaterial;
  109987. /**
  109988. * Creates an AxisScaleGizmo
  109989. * @param gizmoLayer The utility layer the gizmo will be added to
  109990. * @param dragAxis The axis which the gizmo will be able to scale on
  109991. * @param color The color of the gizmo
  109992. */
  109993. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  109994. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  109995. /**
  109996. * If the gizmo is enabled
  109997. */
  109998. isEnabled: boolean;
  109999. /**
  110000. * Disposes of the gizmo
  110001. */
  110002. dispose(): void;
  110003. /**
  110004. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110005. * @param mesh The mesh to replace the default mesh of the gizmo
  110006. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110007. */
  110008. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110009. }
  110010. }
  110011. declare module BABYLON {
  110012. /**
  110013. * Bounding box gizmo
  110014. */
  110015. export class BoundingBoxGizmo extends Gizmo {
  110016. private _lineBoundingBox;
  110017. private _rotateSpheresParent;
  110018. private _scaleBoxesParent;
  110019. private _boundingDimensions;
  110020. private _renderObserver;
  110021. private _pointerObserver;
  110022. private _scaleDragSpeed;
  110023. private _tmpQuaternion;
  110024. private _tmpVector;
  110025. private _tmpRotationMatrix;
  110026. /**
  110027. * 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)
  110028. */
  110029. ignoreChildren: boolean;
  110030. /**
  110031. * 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)
  110032. */
  110033. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110034. /**
  110035. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110036. */
  110037. rotationSphereSize: number;
  110038. /**
  110039. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110040. */
  110041. scaleBoxSize: number;
  110042. /**
  110043. * 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)
  110044. */
  110045. fixedDragMeshScreenSize: boolean;
  110046. /**
  110047. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110048. */
  110049. fixedDragMeshScreenSizeDistanceFactor: number;
  110050. /**
  110051. * Fired when a rotation sphere or scale box is dragged
  110052. */
  110053. onDragStartObservable: Observable<{}>;
  110054. /**
  110055. * Fired when a scale box is dragged
  110056. */
  110057. onScaleBoxDragObservable: Observable<{}>;
  110058. /**
  110059. * Fired when a scale box drag is ended
  110060. */
  110061. onScaleBoxDragEndObservable: Observable<{}>;
  110062. /**
  110063. * Fired when a rotation sphere is dragged
  110064. */
  110065. onRotationSphereDragObservable: Observable<{}>;
  110066. /**
  110067. * Fired when a rotation sphere drag is ended
  110068. */
  110069. onRotationSphereDragEndObservable: Observable<{}>;
  110070. /**
  110071. * 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)
  110072. */
  110073. scalePivot: Nullable<Vector3>;
  110074. /**
  110075. * Mesh used as a pivot to rotate the attached mesh
  110076. */
  110077. private _anchorMesh;
  110078. private _existingMeshScale;
  110079. private _dragMesh;
  110080. private pointerDragBehavior;
  110081. private coloredMaterial;
  110082. private hoverColoredMaterial;
  110083. /**
  110084. * Sets the color of the bounding box gizmo
  110085. * @param color the color to set
  110086. */
  110087. setColor(color: Color3): void;
  110088. /**
  110089. * Creates an BoundingBoxGizmo
  110090. * @param gizmoLayer The utility layer the gizmo will be added to
  110091. * @param color The color of the gizmo
  110092. */
  110093. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110094. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110095. private _selectNode;
  110096. /**
  110097. * Updates the bounding box information for the Gizmo
  110098. */
  110099. updateBoundingBox(): void;
  110100. private _updateRotationSpheres;
  110101. private _updateScaleBoxes;
  110102. /**
  110103. * Enables rotation on the specified axis and disables rotation on the others
  110104. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110105. */
  110106. setEnabledRotationAxis(axis: string): void;
  110107. /**
  110108. * Enables/disables scaling
  110109. * @param enable if scaling should be enabled
  110110. */
  110111. setEnabledScaling(enable: boolean): void;
  110112. private _updateDummy;
  110113. /**
  110114. * Enables a pointer drag behavior on the bounding box of the gizmo
  110115. */
  110116. enableDragBehavior(): void;
  110117. /**
  110118. * Disposes of the gizmo
  110119. */
  110120. dispose(): void;
  110121. /**
  110122. * 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)
  110123. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110124. * @returns the bounding box mesh with the passed in mesh as a child
  110125. */
  110126. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110127. /**
  110128. * CustomMeshes are not supported by this gizmo
  110129. * @param mesh The mesh to replace the default mesh of the gizmo
  110130. */
  110131. setCustomMesh(mesh: Mesh): void;
  110132. }
  110133. }
  110134. declare module BABYLON {
  110135. /**
  110136. * Single plane rotation gizmo
  110137. */
  110138. export class PlaneRotationGizmo extends Gizmo {
  110139. /**
  110140. * Drag behavior responsible for the gizmos dragging interactions
  110141. */
  110142. dragBehavior: PointerDragBehavior;
  110143. private _pointerObserver;
  110144. /**
  110145. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110146. */
  110147. snapDistance: number;
  110148. /**
  110149. * Event that fires each time the gizmo snaps to a new location.
  110150. * * snapDistance is the the change in distance
  110151. */
  110152. onSnapObservable: Observable<{
  110153. snapDistance: number;
  110154. }>;
  110155. private _isEnabled;
  110156. private _parent;
  110157. /**
  110158. * Creates a PlaneRotationGizmo
  110159. * @param gizmoLayer The utility layer the gizmo will be added to
  110160. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110161. * @param color The color of the gizmo
  110162. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110163. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110164. */
  110165. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110166. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110167. /**
  110168. * If the gizmo is enabled
  110169. */
  110170. isEnabled: boolean;
  110171. /**
  110172. * Disposes of the gizmo
  110173. */
  110174. dispose(): void;
  110175. }
  110176. }
  110177. declare module BABYLON {
  110178. /**
  110179. * Gizmo that enables rotating a mesh along 3 axis
  110180. */
  110181. export class RotationGizmo extends Gizmo {
  110182. /**
  110183. * Internal gizmo used for interactions on the x axis
  110184. */
  110185. xGizmo: PlaneRotationGizmo;
  110186. /**
  110187. * Internal gizmo used for interactions on the y axis
  110188. */
  110189. yGizmo: PlaneRotationGizmo;
  110190. /**
  110191. * Internal gizmo used for interactions on the z axis
  110192. */
  110193. zGizmo: PlaneRotationGizmo;
  110194. /** Fires an event when any of it's sub gizmos are dragged */
  110195. onDragStartObservable: Observable<unknown>;
  110196. /** Fires an event when any of it's sub gizmos are released from dragging */
  110197. onDragEndObservable: Observable<unknown>;
  110198. private _meshAttached;
  110199. attachedMesh: Nullable<AbstractMesh>;
  110200. /**
  110201. * Creates a RotationGizmo
  110202. * @param gizmoLayer The utility layer the gizmo will be added to
  110203. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110204. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110205. */
  110206. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110207. updateGizmoRotationToMatchAttachedMesh: boolean;
  110208. /**
  110209. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110210. */
  110211. snapDistance: number;
  110212. /**
  110213. * Ratio for the scale of the gizmo (Default: 1)
  110214. */
  110215. scaleRatio: number;
  110216. /**
  110217. * Disposes of the gizmo
  110218. */
  110219. dispose(): void;
  110220. /**
  110221. * CustomMeshes are not supported by this gizmo
  110222. * @param mesh The mesh to replace the default mesh of the gizmo
  110223. */
  110224. setCustomMesh(mesh: Mesh): void;
  110225. }
  110226. }
  110227. declare module BABYLON {
  110228. /**
  110229. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110230. */
  110231. export class GizmoManager implements IDisposable {
  110232. private scene;
  110233. /**
  110234. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110235. */
  110236. gizmos: {
  110237. positionGizmo: Nullable<PositionGizmo>;
  110238. rotationGizmo: Nullable<RotationGizmo>;
  110239. scaleGizmo: Nullable<ScaleGizmo>;
  110240. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110241. };
  110242. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110243. clearGizmoOnEmptyPointerEvent: boolean;
  110244. /** Fires an event when the manager is attached to a mesh */
  110245. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110246. private _gizmosEnabled;
  110247. private _pointerObserver;
  110248. private _attachedMesh;
  110249. private _boundingBoxColor;
  110250. private _defaultUtilityLayer;
  110251. private _defaultKeepDepthUtilityLayer;
  110252. /**
  110253. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110254. */
  110255. boundingBoxDragBehavior: SixDofDragBehavior;
  110256. /**
  110257. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110258. */
  110259. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110260. /**
  110261. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110262. */
  110263. usePointerToAttachGizmos: boolean;
  110264. /**
  110265. * Utility layer that the bounding box gizmo belongs to
  110266. */
  110267. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110268. /**
  110269. * Utility layer that all gizmos besides bounding box belong to
  110270. */
  110271. readonly utilityLayer: UtilityLayerRenderer;
  110272. /**
  110273. * Instatiates a gizmo manager
  110274. * @param scene the scene to overlay the gizmos on top of
  110275. */
  110276. constructor(scene: Scene);
  110277. /**
  110278. * Attaches a set of gizmos to the specified mesh
  110279. * @param mesh The mesh the gizmo's should be attached to
  110280. */
  110281. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110282. /**
  110283. * If the position gizmo is enabled
  110284. */
  110285. positionGizmoEnabled: boolean;
  110286. /**
  110287. * If the rotation gizmo is enabled
  110288. */
  110289. rotationGizmoEnabled: boolean;
  110290. /**
  110291. * If the scale gizmo is enabled
  110292. */
  110293. scaleGizmoEnabled: boolean;
  110294. /**
  110295. * If the boundingBox gizmo is enabled
  110296. */
  110297. boundingBoxGizmoEnabled: boolean;
  110298. /**
  110299. * Disposes of the gizmo manager
  110300. */
  110301. dispose(): void;
  110302. }
  110303. }
  110304. declare module BABYLON {
  110305. /**
  110306. * A directional light is defined by a direction (what a surprise!).
  110307. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110308. * 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.
  110309. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110310. */
  110311. export class DirectionalLight extends ShadowLight {
  110312. private _shadowFrustumSize;
  110313. /**
  110314. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110315. */
  110316. /**
  110317. * Specifies a fix frustum size for the shadow generation.
  110318. */
  110319. shadowFrustumSize: number;
  110320. private _shadowOrthoScale;
  110321. /**
  110322. * Gets the shadow projection scale against the optimal computed one.
  110323. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110324. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110325. */
  110326. /**
  110327. * Sets the shadow projection scale against the optimal computed one.
  110328. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110329. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110330. */
  110331. shadowOrthoScale: number;
  110332. /**
  110333. * Automatically compute the projection matrix to best fit (including all the casters)
  110334. * on each frame.
  110335. */
  110336. autoUpdateExtends: boolean;
  110337. private _orthoLeft;
  110338. private _orthoRight;
  110339. private _orthoTop;
  110340. private _orthoBottom;
  110341. /**
  110342. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110343. * The directional light is emitted from everywhere in the given direction.
  110344. * It can cast shadows.
  110345. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110346. * @param name The friendly name of the light
  110347. * @param direction The direction of the light
  110348. * @param scene The scene the light belongs to
  110349. */
  110350. constructor(name: string, direction: Vector3, scene: Scene);
  110351. /**
  110352. * Returns the string "DirectionalLight".
  110353. * @return The class name
  110354. */
  110355. getClassName(): string;
  110356. /**
  110357. * Returns the integer 1.
  110358. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110359. */
  110360. getTypeID(): number;
  110361. /**
  110362. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110363. * Returns the DirectionalLight Shadow projection matrix.
  110364. */
  110365. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110366. /**
  110367. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110368. * Returns the DirectionalLight Shadow projection matrix.
  110369. */
  110370. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110371. /**
  110372. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110373. * Returns the DirectionalLight Shadow projection matrix.
  110374. */
  110375. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110376. protected _buildUniformLayout(): void;
  110377. /**
  110378. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110379. * @param effect The effect to update
  110380. * @param lightIndex The index of the light in the effect to update
  110381. * @returns The directional light
  110382. */
  110383. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110384. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110385. /**
  110386. * Gets the minZ used for shadow according to both the scene and the light.
  110387. *
  110388. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110389. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110390. * @param activeCamera The camera we are returning the min for
  110391. * @returns the depth min z
  110392. */
  110393. getDepthMinZ(activeCamera: Camera): number;
  110394. /**
  110395. * Gets the maxZ used for shadow according to both the scene and the light.
  110396. *
  110397. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110398. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110399. * @param activeCamera The camera we are returning the max for
  110400. * @returns the depth max z
  110401. */
  110402. getDepthMaxZ(activeCamera: Camera): number;
  110403. /**
  110404. * Prepares the list of defines specific to the light type.
  110405. * @param defines the list of defines
  110406. * @param lightIndex defines the index of the light for the effect
  110407. */
  110408. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110409. }
  110410. }
  110411. declare module BABYLON {
  110412. /**
  110413. * Class containing static functions to help procedurally build meshes
  110414. */
  110415. export class HemisphereBuilder {
  110416. /**
  110417. * Creates a hemisphere mesh
  110418. * @param name defines the name of the mesh
  110419. * @param options defines the options used to create the mesh
  110420. * @param scene defines the hosting scene
  110421. * @returns the hemisphere mesh
  110422. */
  110423. static CreateHemisphere(name: string, options: {
  110424. segments?: number;
  110425. diameter?: number;
  110426. sideOrientation?: number;
  110427. }, scene: any): Mesh;
  110428. }
  110429. }
  110430. declare module BABYLON {
  110431. /**
  110432. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110433. * These values define a cone of light starting from the position, emitting toward the direction.
  110434. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110435. * and the exponent defines the speed of the decay of the light with distance (reach).
  110436. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110437. */
  110438. export class SpotLight extends ShadowLight {
  110439. private _angle;
  110440. private _innerAngle;
  110441. private _cosHalfAngle;
  110442. private _lightAngleScale;
  110443. private _lightAngleOffset;
  110444. /**
  110445. * Gets the cone angle of the spot light in Radians.
  110446. */
  110447. /**
  110448. * Sets the cone angle of the spot light in Radians.
  110449. */
  110450. angle: number;
  110451. /**
  110452. * Only used in gltf falloff mode, this defines the angle where
  110453. * the directional falloff will start before cutting at angle which could be seen
  110454. * as outer angle.
  110455. */
  110456. /**
  110457. * Only used in gltf falloff mode, this defines the angle where
  110458. * the directional falloff will start before cutting at angle which could be seen
  110459. * as outer angle.
  110460. */
  110461. innerAngle: number;
  110462. private _shadowAngleScale;
  110463. /**
  110464. * Allows scaling the angle of the light for shadow generation only.
  110465. */
  110466. /**
  110467. * Allows scaling the angle of the light for shadow generation only.
  110468. */
  110469. shadowAngleScale: number;
  110470. /**
  110471. * The light decay speed with the distance from the emission spot.
  110472. */
  110473. exponent: number;
  110474. private _projectionTextureMatrix;
  110475. /**
  110476. * Allows reading the projecton texture
  110477. */
  110478. readonly projectionTextureMatrix: Matrix;
  110479. protected _projectionTextureLightNear: number;
  110480. /**
  110481. * Gets the near clip of the Spotlight for texture projection.
  110482. */
  110483. /**
  110484. * Sets the near clip of the Spotlight for texture projection.
  110485. */
  110486. projectionTextureLightNear: number;
  110487. protected _projectionTextureLightFar: number;
  110488. /**
  110489. * Gets the far clip of the Spotlight for texture projection.
  110490. */
  110491. /**
  110492. * Sets the far clip of the Spotlight for texture projection.
  110493. */
  110494. projectionTextureLightFar: number;
  110495. protected _projectionTextureUpDirection: Vector3;
  110496. /**
  110497. * Gets the Up vector of the Spotlight for texture projection.
  110498. */
  110499. /**
  110500. * Sets the Up vector of the Spotlight for texture projection.
  110501. */
  110502. projectionTextureUpDirection: Vector3;
  110503. private _projectionTexture;
  110504. /**
  110505. * Gets the projection texture of the light.
  110506. */
  110507. /**
  110508. * Sets the projection texture of the light.
  110509. */
  110510. projectionTexture: Nullable<BaseTexture>;
  110511. private _projectionTextureViewLightDirty;
  110512. private _projectionTextureProjectionLightDirty;
  110513. private _projectionTextureDirty;
  110514. private _projectionTextureViewTargetVector;
  110515. private _projectionTextureViewLightMatrix;
  110516. private _projectionTextureProjectionLightMatrix;
  110517. private _projectionTextureScalingMatrix;
  110518. /**
  110519. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110520. * It can cast shadows.
  110521. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110522. * @param name The light friendly name
  110523. * @param position The position of the spot light in the scene
  110524. * @param direction The direction of the light in the scene
  110525. * @param angle The cone angle of the light in Radians
  110526. * @param exponent The light decay speed with the distance from the emission spot
  110527. * @param scene The scene the lights belongs to
  110528. */
  110529. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110530. /**
  110531. * Returns the string "SpotLight".
  110532. * @returns the class name
  110533. */
  110534. getClassName(): string;
  110535. /**
  110536. * Returns the integer 2.
  110537. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110538. */
  110539. getTypeID(): number;
  110540. /**
  110541. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110542. */
  110543. protected _setDirection(value: Vector3): void;
  110544. /**
  110545. * Overrides the position setter to recompute the projection texture view light Matrix.
  110546. */
  110547. protected _setPosition(value: Vector3): void;
  110548. /**
  110549. * 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.
  110550. * Returns the SpotLight.
  110551. */
  110552. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110553. protected _computeProjectionTextureViewLightMatrix(): void;
  110554. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110555. /**
  110556. * Main function for light texture projection matrix computing.
  110557. */
  110558. protected _computeProjectionTextureMatrix(): void;
  110559. protected _buildUniformLayout(): void;
  110560. private _computeAngleValues;
  110561. /**
  110562. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110563. * @param effect The effect to update
  110564. * @param lightIndex The index of the light in the effect to update
  110565. * @returns The spot light
  110566. */
  110567. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110568. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110569. /**
  110570. * Disposes the light and the associated resources.
  110571. */
  110572. dispose(): void;
  110573. /**
  110574. * Prepares the list of defines specific to the light type.
  110575. * @param defines the list of defines
  110576. * @param lightIndex defines the index of the light for the effect
  110577. */
  110578. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110579. }
  110580. }
  110581. declare module BABYLON {
  110582. /**
  110583. * Gizmo that enables viewing a light
  110584. */
  110585. export class LightGizmo extends Gizmo {
  110586. private _lightMesh;
  110587. private _material;
  110588. private cachedPosition;
  110589. private cachedForward;
  110590. /**
  110591. * Creates a LightGizmo
  110592. * @param gizmoLayer The utility layer the gizmo will be added to
  110593. */
  110594. constructor(gizmoLayer?: UtilityLayerRenderer);
  110595. private _light;
  110596. /**
  110597. * The light that the gizmo is attached to
  110598. */
  110599. light: Nullable<Light>;
  110600. /**
  110601. * Gets the material used to render the light gizmo
  110602. */
  110603. readonly material: StandardMaterial;
  110604. /**
  110605. * @hidden
  110606. * Updates the gizmo to match the attached mesh's position/rotation
  110607. */
  110608. protected _update(): void;
  110609. private static _Scale;
  110610. /**
  110611. * Creates the lines for a light mesh
  110612. */
  110613. private static _createLightLines;
  110614. /**
  110615. * Disposes of the light gizmo
  110616. */
  110617. dispose(): void;
  110618. private static _CreateHemisphericLightMesh;
  110619. private static _CreatePointLightMesh;
  110620. private static _CreateSpotLightMesh;
  110621. private static _CreateDirectionalLightMesh;
  110622. }
  110623. }
  110624. declare module BABYLON {
  110625. /** @hidden */
  110626. export var backgroundFragmentDeclaration: {
  110627. name: string;
  110628. shader: string;
  110629. };
  110630. }
  110631. declare module BABYLON {
  110632. /** @hidden */
  110633. export var backgroundUboDeclaration: {
  110634. name: string;
  110635. shader: string;
  110636. };
  110637. }
  110638. declare module BABYLON {
  110639. /** @hidden */
  110640. export var backgroundPixelShader: {
  110641. name: string;
  110642. shader: string;
  110643. };
  110644. }
  110645. declare module BABYLON {
  110646. /** @hidden */
  110647. export var backgroundVertexDeclaration: {
  110648. name: string;
  110649. shader: string;
  110650. };
  110651. }
  110652. declare module BABYLON {
  110653. /** @hidden */
  110654. export var backgroundVertexShader: {
  110655. name: string;
  110656. shader: string;
  110657. };
  110658. }
  110659. declare module BABYLON {
  110660. /**
  110661. * Background material used to create an efficient environement around your scene.
  110662. */
  110663. export class BackgroundMaterial extends PushMaterial {
  110664. /**
  110665. * Standard reflectance value at parallel view angle.
  110666. */
  110667. static StandardReflectance0: number;
  110668. /**
  110669. * Standard reflectance value at grazing angle.
  110670. */
  110671. static StandardReflectance90: number;
  110672. protected _primaryColor: Color3;
  110673. /**
  110674. * Key light Color (multiply against the environement texture)
  110675. */
  110676. primaryColor: Color3;
  110677. protected __perceptualColor: Nullable<Color3>;
  110678. /**
  110679. * Experimental Internal Use Only.
  110680. *
  110681. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110682. * This acts as a helper to set the primary color to a more "human friendly" value.
  110683. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110684. * output color as close as possible from the chosen value.
  110685. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110686. * part of lighting setup.)
  110687. */
  110688. _perceptualColor: Nullable<Color3>;
  110689. protected _primaryColorShadowLevel: float;
  110690. /**
  110691. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110692. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110693. */
  110694. primaryColorShadowLevel: float;
  110695. protected _primaryColorHighlightLevel: float;
  110696. /**
  110697. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110698. * The primary color is used at the level chosen to define what the white area would look.
  110699. */
  110700. primaryColorHighlightLevel: float;
  110701. protected _reflectionTexture: Nullable<BaseTexture>;
  110702. /**
  110703. * Reflection Texture used in the material.
  110704. * Should be author in a specific way for the best result (refer to the documentation).
  110705. */
  110706. reflectionTexture: Nullable<BaseTexture>;
  110707. protected _reflectionBlur: float;
  110708. /**
  110709. * Reflection Texture level of blur.
  110710. *
  110711. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110712. * texture twice.
  110713. */
  110714. reflectionBlur: float;
  110715. protected _diffuseTexture: Nullable<BaseTexture>;
  110716. /**
  110717. * Diffuse Texture used in the material.
  110718. * Should be author in a specific way for the best result (refer to the documentation).
  110719. */
  110720. diffuseTexture: Nullable<BaseTexture>;
  110721. protected _shadowLights: Nullable<IShadowLight[]>;
  110722. /**
  110723. * Specify the list of lights casting shadow on the material.
  110724. * All scene shadow lights will be included if null.
  110725. */
  110726. shadowLights: Nullable<IShadowLight[]>;
  110727. protected _shadowLevel: float;
  110728. /**
  110729. * Helps adjusting the shadow to a softer level if required.
  110730. * 0 means black shadows and 1 means no shadows.
  110731. */
  110732. shadowLevel: float;
  110733. protected _sceneCenter: Vector3;
  110734. /**
  110735. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110736. * It is usually zero but might be interesting to modify according to your setup.
  110737. */
  110738. sceneCenter: Vector3;
  110739. protected _opacityFresnel: boolean;
  110740. /**
  110741. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110742. * This helps ensuring a nice transition when the camera goes under the ground.
  110743. */
  110744. opacityFresnel: boolean;
  110745. protected _reflectionFresnel: boolean;
  110746. /**
  110747. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110748. * This helps adding a mirror texture on the ground.
  110749. */
  110750. reflectionFresnel: boolean;
  110751. protected _reflectionFalloffDistance: number;
  110752. /**
  110753. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110754. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110755. */
  110756. reflectionFalloffDistance: number;
  110757. protected _reflectionAmount: number;
  110758. /**
  110759. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110760. */
  110761. reflectionAmount: number;
  110762. protected _reflectionReflectance0: number;
  110763. /**
  110764. * This specifies the weight of the reflection at grazing angle.
  110765. */
  110766. reflectionReflectance0: number;
  110767. protected _reflectionReflectance90: number;
  110768. /**
  110769. * This specifies the weight of the reflection at a perpendicular point of view.
  110770. */
  110771. reflectionReflectance90: number;
  110772. /**
  110773. * Sets the reflection reflectance fresnel values according to the default standard
  110774. * empirically know to work well :-)
  110775. */
  110776. reflectionStandardFresnelWeight: number;
  110777. protected _useRGBColor: boolean;
  110778. /**
  110779. * Helps to directly use the maps channels instead of their level.
  110780. */
  110781. useRGBColor: boolean;
  110782. protected _enableNoise: boolean;
  110783. /**
  110784. * This helps reducing the banding effect that could occur on the background.
  110785. */
  110786. enableNoise: boolean;
  110787. /**
  110788. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110789. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110790. * Recommended to be keep at 1.0 except for special cases.
  110791. */
  110792. fovMultiplier: number;
  110793. private _fovMultiplier;
  110794. /**
  110795. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110796. */
  110797. useEquirectangularFOV: boolean;
  110798. private _maxSimultaneousLights;
  110799. /**
  110800. * Number of Simultaneous lights allowed on the material.
  110801. */
  110802. maxSimultaneousLights: int;
  110803. /**
  110804. * Default configuration related to image processing available in the Background Material.
  110805. */
  110806. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110807. /**
  110808. * Keep track of the image processing observer to allow dispose and replace.
  110809. */
  110810. private _imageProcessingObserver;
  110811. /**
  110812. * Attaches a new image processing configuration to the PBR Material.
  110813. * @param configuration (if null the scene configuration will be use)
  110814. */
  110815. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110816. /**
  110817. * Gets the image processing configuration used either in this material.
  110818. */
  110819. /**
  110820. * Sets the Default image processing configuration used either in the this material.
  110821. *
  110822. * If sets to null, the scene one is in use.
  110823. */
  110824. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  110825. /**
  110826. * Gets wether the color curves effect is enabled.
  110827. */
  110828. /**
  110829. * Sets wether the color curves effect is enabled.
  110830. */
  110831. cameraColorCurvesEnabled: boolean;
  110832. /**
  110833. * Gets wether the color grading effect is enabled.
  110834. */
  110835. /**
  110836. * Gets wether the color grading effect is enabled.
  110837. */
  110838. cameraColorGradingEnabled: boolean;
  110839. /**
  110840. * Gets wether tonemapping is enabled or not.
  110841. */
  110842. /**
  110843. * Sets wether tonemapping is enabled or not
  110844. */
  110845. cameraToneMappingEnabled: boolean;
  110846. /**
  110847. * The camera exposure used on this material.
  110848. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110849. * This corresponds to a photographic exposure.
  110850. */
  110851. /**
  110852. * The camera exposure used on this material.
  110853. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110854. * This corresponds to a photographic exposure.
  110855. */
  110856. cameraExposure: float;
  110857. /**
  110858. * Gets The camera contrast used on this material.
  110859. */
  110860. /**
  110861. * Sets The camera contrast used on this material.
  110862. */
  110863. cameraContrast: float;
  110864. /**
  110865. * Gets the Color Grading 2D Lookup Texture.
  110866. */
  110867. /**
  110868. * Sets the Color Grading 2D Lookup Texture.
  110869. */
  110870. cameraColorGradingTexture: Nullable<BaseTexture>;
  110871. /**
  110872. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110873. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110874. * 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;
  110875. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110876. */
  110877. /**
  110878. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110879. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110880. * 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;
  110881. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110882. */
  110883. cameraColorCurves: Nullable<ColorCurves>;
  110884. /**
  110885. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110886. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110887. */
  110888. switchToBGR: boolean;
  110889. private _renderTargets;
  110890. private _reflectionControls;
  110891. private _white;
  110892. private _primaryShadowColor;
  110893. private _primaryHighlightColor;
  110894. /**
  110895. * Instantiates a Background Material in the given scene
  110896. * @param name The friendly name of the material
  110897. * @param scene The scene to add the material to
  110898. */
  110899. constructor(name: string, scene: Scene);
  110900. /**
  110901. * Gets a boolean indicating that current material needs to register RTT
  110902. */
  110903. readonly hasRenderTargetTextures: boolean;
  110904. /**
  110905. * The entire material has been created in order to prevent overdraw.
  110906. * @returns false
  110907. */
  110908. needAlphaTesting(): boolean;
  110909. /**
  110910. * The entire material has been created in order to prevent overdraw.
  110911. * @returns true if blending is enable
  110912. */
  110913. needAlphaBlending(): boolean;
  110914. /**
  110915. * Checks wether the material is ready to be rendered for a given mesh.
  110916. * @param mesh The mesh to render
  110917. * @param subMesh The submesh to check against
  110918. * @param useInstances Specify wether or not the material is used with instances
  110919. * @returns true if all the dependencies are ready (Textures, Effects...)
  110920. */
  110921. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110922. /**
  110923. * Compute the primary color according to the chosen perceptual color.
  110924. */
  110925. private _computePrimaryColorFromPerceptualColor;
  110926. /**
  110927. * Compute the highlights and shadow colors according to their chosen levels.
  110928. */
  110929. private _computePrimaryColors;
  110930. /**
  110931. * Build the uniform buffer used in the material.
  110932. */
  110933. buildUniformLayout(): void;
  110934. /**
  110935. * Unbind the material.
  110936. */
  110937. unbind(): void;
  110938. /**
  110939. * Bind only the world matrix to the material.
  110940. * @param world The world matrix to bind.
  110941. */
  110942. bindOnlyWorldMatrix(world: Matrix): void;
  110943. /**
  110944. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  110945. * @param world The world matrix to bind.
  110946. * @param subMesh The submesh to bind for.
  110947. */
  110948. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110949. /**
  110950. * Checks to see if a texture is used in the material.
  110951. * @param texture - Base texture to use.
  110952. * @returns - Boolean specifying if a texture is used in the material.
  110953. */
  110954. hasTexture(texture: BaseTexture): boolean;
  110955. /**
  110956. * Dispose the material.
  110957. * @param forceDisposeEffect Force disposal of the associated effect.
  110958. * @param forceDisposeTextures Force disposal of the associated textures.
  110959. */
  110960. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110961. /**
  110962. * Clones the material.
  110963. * @param name The cloned name.
  110964. * @returns The cloned material.
  110965. */
  110966. clone(name: string): BackgroundMaterial;
  110967. /**
  110968. * Serializes the current material to its JSON representation.
  110969. * @returns The JSON representation.
  110970. */
  110971. serialize(): any;
  110972. /**
  110973. * Gets the class name of the material
  110974. * @returns "BackgroundMaterial"
  110975. */
  110976. getClassName(): string;
  110977. /**
  110978. * Parse a JSON input to create back a background material.
  110979. * @param source The JSON data to parse
  110980. * @param scene The scene to create the parsed material in
  110981. * @param rootUrl The root url of the assets the material depends upon
  110982. * @returns the instantiated BackgroundMaterial.
  110983. */
  110984. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  110985. }
  110986. }
  110987. declare module BABYLON {
  110988. /**
  110989. * Represents the different options available during the creation of
  110990. * a Environment helper.
  110991. *
  110992. * This can control the default ground, skybox and image processing setup of your scene.
  110993. */
  110994. export interface IEnvironmentHelperOptions {
  110995. /**
  110996. * Specifies wether or not to create a ground.
  110997. * True by default.
  110998. */
  110999. createGround: boolean;
  111000. /**
  111001. * Specifies the ground size.
  111002. * 15 by default.
  111003. */
  111004. groundSize: number;
  111005. /**
  111006. * The texture used on the ground for the main color.
  111007. * Comes from the BabylonJS CDN by default.
  111008. *
  111009. * Remarks: Can be either a texture or a url.
  111010. */
  111011. groundTexture: string | BaseTexture;
  111012. /**
  111013. * The color mixed in the ground texture by default.
  111014. * BabylonJS clearColor by default.
  111015. */
  111016. groundColor: Color3;
  111017. /**
  111018. * Specifies the ground opacity.
  111019. * 1 by default.
  111020. */
  111021. groundOpacity: number;
  111022. /**
  111023. * Enables the ground to receive shadows.
  111024. * True by default.
  111025. */
  111026. enableGroundShadow: boolean;
  111027. /**
  111028. * Helps preventing the shadow to be fully black on the ground.
  111029. * 0.5 by default.
  111030. */
  111031. groundShadowLevel: number;
  111032. /**
  111033. * Creates a mirror texture attach to the ground.
  111034. * false by default.
  111035. */
  111036. enableGroundMirror: boolean;
  111037. /**
  111038. * Specifies the ground mirror size ratio.
  111039. * 0.3 by default as the default kernel is 64.
  111040. */
  111041. groundMirrorSizeRatio: number;
  111042. /**
  111043. * Specifies the ground mirror blur kernel size.
  111044. * 64 by default.
  111045. */
  111046. groundMirrorBlurKernel: number;
  111047. /**
  111048. * Specifies the ground mirror visibility amount.
  111049. * 1 by default
  111050. */
  111051. groundMirrorAmount: number;
  111052. /**
  111053. * Specifies the ground mirror reflectance weight.
  111054. * This uses the standard weight of the background material to setup the fresnel effect
  111055. * of the mirror.
  111056. * 1 by default.
  111057. */
  111058. groundMirrorFresnelWeight: number;
  111059. /**
  111060. * Specifies the ground mirror Falloff distance.
  111061. * This can helps reducing the size of the reflection.
  111062. * 0 by Default.
  111063. */
  111064. groundMirrorFallOffDistance: number;
  111065. /**
  111066. * Specifies the ground mirror texture type.
  111067. * Unsigned Int by Default.
  111068. */
  111069. groundMirrorTextureType: number;
  111070. /**
  111071. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111072. * the shown objects.
  111073. */
  111074. groundYBias: number;
  111075. /**
  111076. * Specifies wether or not to create a skybox.
  111077. * True by default.
  111078. */
  111079. createSkybox: boolean;
  111080. /**
  111081. * Specifies the skybox size.
  111082. * 20 by default.
  111083. */
  111084. skyboxSize: number;
  111085. /**
  111086. * The texture used on the skybox for the main color.
  111087. * Comes from the BabylonJS CDN by default.
  111088. *
  111089. * Remarks: Can be either a texture or a url.
  111090. */
  111091. skyboxTexture: string | BaseTexture;
  111092. /**
  111093. * The color mixed in the skybox texture by default.
  111094. * BabylonJS clearColor by default.
  111095. */
  111096. skyboxColor: Color3;
  111097. /**
  111098. * The background rotation around the Y axis of the scene.
  111099. * This helps aligning the key lights of your scene with the background.
  111100. * 0 by default.
  111101. */
  111102. backgroundYRotation: number;
  111103. /**
  111104. * Compute automatically the size of the elements to best fit with the scene.
  111105. */
  111106. sizeAuto: boolean;
  111107. /**
  111108. * Default position of the rootMesh if autoSize is not true.
  111109. */
  111110. rootPosition: Vector3;
  111111. /**
  111112. * Sets up the image processing in the scene.
  111113. * true by default.
  111114. */
  111115. setupImageProcessing: boolean;
  111116. /**
  111117. * The texture used as your environment texture in the scene.
  111118. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111119. *
  111120. * Remarks: Can be either a texture or a url.
  111121. */
  111122. environmentTexture: string | BaseTexture;
  111123. /**
  111124. * The value of the exposure to apply to the scene.
  111125. * 0.6 by default if setupImageProcessing is true.
  111126. */
  111127. cameraExposure: number;
  111128. /**
  111129. * The value of the contrast to apply to the scene.
  111130. * 1.6 by default if setupImageProcessing is true.
  111131. */
  111132. cameraContrast: number;
  111133. /**
  111134. * Specifies wether or not tonemapping should be enabled in the scene.
  111135. * true by default if setupImageProcessing is true.
  111136. */
  111137. toneMappingEnabled: boolean;
  111138. }
  111139. /**
  111140. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111141. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111142. * It also helps with the default setup of your imageProcessing configuration.
  111143. */
  111144. export class EnvironmentHelper {
  111145. /**
  111146. * Default ground texture URL.
  111147. */
  111148. private static _groundTextureCDNUrl;
  111149. /**
  111150. * Default skybox texture URL.
  111151. */
  111152. private static _skyboxTextureCDNUrl;
  111153. /**
  111154. * Default environment texture URL.
  111155. */
  111156. private static _environmentTextureCDNUrl;
  111157. /**
  111158. * Creates the default options for the helper.
  111159. */
  111160. private static _getDefaultOptions;
  111161. private _rootMesh;
  111162. /**
  111163. * Gets the root mesh created by the helper.
  111164. */
  111165. readonly rootMesh: Mesh;
  111166. private _skybox;
  111167. /**
  111168. * Gets the skybox created by the helper.
  111169. */
  111170. readonly skybox: Nullable<Mesh>;
  111171. private _skyboxTexture;
  111172. /**
  111173. * Gets the skybox texture created by the helper.
  111174. */
  111175. readonly skyboxTexture: Nullable<BaseTexture>;
  111176. private _skyboxMaterial;
  111177. /**
  111178. * Gets the skybox material created by the helper.
  111179. */
  111180. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111181. private _ground;
  111182. /**
  111183. * Gets the ground mesh created by the helper.
  111184. */
  111185. readonly ground: Nullable<Mesh>;
  111186. private _groundTexture;
  111187. /**
  111188. * Gets the ground texture created by the helper.
  111189. */
  111190. readonly groundTexture: Nullable<BaseTexture>;
  111191. private _groundMirror;
  111192. /**
  111193. * Gets the ground mirror created by the helper.
  111194. */
  111195. readonly groundMirror: Nullable<MirrorTexture>;
  111196. /**
  111197. * Gets the ground mirror render list to helps pushing the meshes
  111198. * you wish in the ground reflection.
  111199. */
  111200. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111201. private _groundMaterial;
  111202. /**
  111203. * Gets the ground material created by the helper.
  111204. */
  111205. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111206. /**
  111207. * Stores the creation options.
  111208. */
  111209. private readonly _scene;
  111210. private _options;
  111211. /**
  111212. * This observable will be notified with any error during the creation of the environment,
  111213. * mainly texture creation errors.
  111214. */
  111215. onErrorObservable: Observable<{
  111216. message?: string;
  111217. exception?: any;
  111218. }>;
  111219. /**
  111220. * constructor
  111221. * @param options Defines the options we want to customize the helper
  111222. * @param scene The scene to add the material to
  111223. */
  111224. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111225. /**
  111226. * Updates the background according to the new options
  111227. * @param options
  111228. */
  111229. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111230. /**
  111231. * Sets the primary color of all the available elements.
  111232. * @param color the main color to affect to the ground and the background
  111233. */
  111234. setMainColor(color: Color3): void;
  111235. /**
  111236. * Setup the image processing according to the specified options.
  111237. */
  111238. private _setupImageProcessing;
  111239. /**
  111240. * Setup the environment texture according to the specified options.
  111241. */
  111242. private _setupEnvironmentTexture;
  111243. /**
  111244. * Setup the background according to the specified options.
  111245. */
  111246. private _setupBackground;
  111247. /**
  111248. * Get the scene sizes according to the setup.
  111249. */
  111250. private _getSceneSize;
  111251. /**
  111252. * Setup the ground according to the specified options.
  111253. */
  111254. private _setupGround;
  111255. /**
  111256. * Setup the ground material according to the specified options.
  111257. */
  111258. private _setupGroundMaterial;
  111259. /**
  111260. * Setup the ground diffuse texture according to the specified options.
  111261. */
  111262. private _setupGroundDiffuseTexture;
  111263. /**
  111264. * Setup the ground mirror texture according to the specified options.
  111265. */
  111266. private _setupGroundMirrorTexture;
  111267. /**
  111268. * Setup the ground to receive the mirror texture.
  111269. */
  111270. private _setupMirrorInGroundMaterial;
  111271. /**
  111272. * Setup the skybox according to the specified options.
  111273. */
  111274. private _setupSkybox;
  111275. /**
  111276. * Setup the skybox material according to the specified options.
  111277. */
  111278. private _setupSkyboxMaterial;
  111279. /**
  111280. * Setup the skybox reflection texture according to the specified options.
  111281. */
  111282. private _setupSkyboxReflectionTexture;
  111283. private _errorHandler;
  111284. /**
  111285. * Dispose all the elements created by the Helper.
  111286. */
  111287. dispose(): void;
  111288. }
  111289. }
  111290. declare module BABYLON {
  111291. /**
  111292. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111293. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111294. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111295. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111296. */
  111297. export class PhotoDome extends TransformNode {
  111298. /**
  111299. * Define the image as a Monoscopic panoramic 360 image.
  111300. */
  111301. static readonly MODE_MONOSCOPIC: number;
  111302. /**
  111303. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111304. */
  111305. static readonly MODE_TOPBOTTOM: number;
  111306. /**
  111307. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111308. */
  111309. static readonly MODE_SIDEBYSIDE: number;
  111310. private _useDirectMapping;
  111311. /**
  111312. * The texture being displayed on the sphere
  111313. */
  111314. protected _photoTexture: Texture;
  111315. /**
  111316. * Gets or sets the texture being displayed on the sphere
  111317. */
  111318. photoTexture: Texture;
  111319. /**
  111320. * Observable raised when an error occured while loading the 360 image
  111321. */
  111322. onLoadErrorObservable: Observable<string>;
  111323. /**
  111324. * The skybox material
  111325. */
  111326. protected _material: BackgroundMaterial;
  111327. /**
  111328. * The surface used for the skybox
  111329. */
  111330. protected _mesh: Mesh;
  111331. /**
  111332. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111333. * Also see the options.resolution property.
  111334. */
  111335. fovMultiplier: number;
  111336. private _imageMode;
  111337. /**
  111338. * Gets or set the current video mode for the video. It can be:
  111339. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111340. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111341. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111342. */
  111343. imageMode: number;
  111344. /**
  111345. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111346. * @param name Element's name, child elements will append suffixes for their own names.
  111347. * @param urlsOfPhoto defines the url of the photo to display
  111348. * @param options defines an object containing optional or exposed sub element properties
  111349. * @param onError defines a callback called when an error occured while loading the texture
  111350. */
  111351. constructor(name: string, urlOfPhoto: string, options: {
  111352. resolution?: number;
  111353. size?: number;
  111354. useDirectMapping?: boolean;
  111355. faceForward?: boolean;
  111356. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111357. private _onBeforeCameraRenderObserver;
  111358. private _changeImageMode;
  111359. /**
  111360. * Releases resources associated with this node.
  111361. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111362. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111363. */
  111364. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111365. }
  111366. }
  111367. declare module BABYLON {
  111368. /**
  111369. * Class used to host texture specific utilities
  111370. */
  111371. export class BRDFTextureTools {
  111372. /**
  111373. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  111374. * @param texture the texture to expand.
  111375. */
  111376. private static _ExpandDefaultBRDFTexture;
  111377. /**
  111378. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111379. * @param scene defines the hosting scene
  111380. * @returns the environment BRDF texture
  111381. */
  111382. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111383. private static _environmentBRDFBase64Texture;
  111384. }
  111385. }
  111386. declare module BABYLON {
  111387. /**
  111388. * @hidden
  111389. */
  111390. export interface IMaterialClearCoatDefines {
  111391. CLEARCOAT: boolean;
  111392. CLEARCOAT_DEFAULTIOR: boolean;
  111393. CLEARCOAT_TEXTURE: boolean;
  111394. CLEARCOAT_TEXTUREDIRECTUV: number;
  111395. CLEARCOAT_BUMP: boolean;
  111396. CLEARCOAT_BUMPDIRECTUV: number;
  111397. CLEARCOAT_TINT: boolean;
  111398. CLEARCOAT_TINT_TEXTURE: boolean;
  111399. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111400. /** @hidden */
  111401. _areTexturesDirty: boolean;
  111402. }
  111403. /**
  111404. * Define the code related to the clear coat parameters of the pbr material.
  111405. */
  111406. export class PBRClearCoatConfiguration {
  111407. /**
  111408. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111409. * The default fits with a polyurethane material.
  111410. */
  111411. private static readonly _DefaultIndexOfRefraction;
  111412. private _isEnabled;
  111413. /**
  111414. * Defines if the clear coat is enabled in the material.
  111415. */
  111416. isEnabled: boolean;
  111417. /**
  111418. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111419. */
  111420. intensity: number;
  111421. /**
  111422. * Defines the clear coat layer roughness.
  111423. */
  111424. roughness: number;
  111425. private _indexOfRefraction;
  111426. /**
  111427. * Defines the index of refraction of the clear coat.
  111428. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111429. * The default fits with a polyurethane material.
  111430. * Changing the default value is more performance intensive.
  111431. */
  111432. indexOfRefraction: number;
  111433. private _texture;
  111434. /**
  111435. * Stores the clear coat values in a texture.
  111436. */
  111437. texture: Nullable<BaseTexture>;
  111438. private _bumpTexture;
  111439. /**
  111440. * Define the clear coat specific bump texture.
  111441. */
  111442. bumpTexture: Nullable<BaseTexture>;
  111443. private _isTintEnabled;
  111444. /**
  111445. * Defines if the clear coat tint is enabled in the material.
  111446. */
  111447. isTintEnabled: boolean;
  111448. /**
  111449. * Defines the clear coat tint of the material.
  111450. * This is only use if tint is enabled
  111451. */
  111452. tintColor: Color3;
  111453. /**
  111454. * Defines the distance at which the tint color should be found in the
  111455. * clear coat media.
  111456. * This is only use if tint is enabled
  111457. */
  111458. tintColorAtDistance: number;
  111459. /**
  111460. * Defines the clear coat layer thickness.
  111461. * This is only use if tint is enabled
  111462. */
  111463. tintThickness: number;
  111464. private _tintTexture;
  111465. /**
  111466. * Stores the clear tint values in a texture.
  111467. * rgb is tint
  111468. * a is a thickness factor
  111469. */
  111470. tintTexture: Nullable<BaseTexture>;
  111471. /** @hidden */
  111472. private _internalMarkAllSubMeshesAsTexturesDirty;
  111473. /** @hidden */
  111474. _markAllSubMeshesAsTexturesDirty(): void;
  111475. /**
  111476. * Instantiate a new istance of clear coat configuration.
  111477. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111478. */
  111479. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111480. /**
  111481. * Gets wehter the submesh is ready to be used or not.
  111482. * @param defines the list of "defines" to update.
  111483. * @param scene defines the scene the material belongs to.
  111484. * @param engine defines the engine the material belongs to.
  111485. * @param disableBumpMap defines wether the material disables bump or not.
  111486. * @returns - boolean indicating that the submesh is ready or not.
  111487. */
  111488. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111489. /**
  111490. * Checks to see if a texture is used in the material.
  111491. * @param defines the list of "defines" to update.
  111492. * @param scene defines the scene to the material belongs to.
  111493. */
  111494. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111495. /**
  111496. * Binds the material data.
  111497. * @param uniformBuffer defines the Uniform buffer to fill in.
  111498. * @param scene defines the scene the material belongs to.
  111499. * @param engine defines the engine the material belongs to.
  111500. * @param disableBumpMap defines wether the material disables bump or not.
  111501. * @param isFrozen defines wether the material is frozen or not.
  111502. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111503. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111504. */
  111505. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111506. /**
  111507. * Checks to see if a texture is used in the material.
  111508. * @param texture - Base texture to use.
  111509. * @returns - Boolean specifying if a texture is used in the material.
  111510. */
  111511. hasTexture(texture: BaseTexture): boolean;
  111512. /**
  111513. * Returns an array of the actively used textures.
  111514. * @param activeTextures Array of BaseTextures
  111515. */
  111516. getActiveTextures(activeTextures: BaseTexture[]): void;
  111517. /**
  111518. * Returns the animatable textures.
  111519. * @param animatables Array of animatable textures.
  111520. */
  111521. getAnimatables(animatables: IAnimatable[]): void;
  111522. /**
  111523. * Disposes the resources of the material.
  111524. * @param forceDisposeTextures - Forces the disposal of all textures.
  111525. */
  111526. dispose(forceDisposeTextures?: boolean): void;
  111527. /**
  111528. * Get the current class name of the texture useful for serialization or dynamic coding.
  111529. * @returns "PBRClearCoatConfiguration"
  111530. */
  111531. getClassName(): string;
  111532. /**
  111533. * Add fallbacks to the effect fallbacks list.
  111534. * @param defines defines the Base texture to use.
  111535. * @param fallbacks defines the current fallback list.
  111536. * @param currentRank defines the current fallback rank.
  111537. * @returns the new fallback rank.
  111538. */
  111539. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111540. /**
  111541. * Add the required uniforms to the current list.
  111542. * @param uniforms defines the current uniform list.
  111543. */
  111544. static AddUniforms(uniforms: string[]): void;
  111545. /**
  111546. * Add the required samplers to the current list.
  111547. * @param samplers defines the current sampler list.
  111548. */
  111549. static AddSamplers(samplers: string[]): void;
  111550. /**
  111551. * Add the required uniforms to the current buffer.
  111552. * @param uniformBuffer defines the current uniform buffer.
  111553. */
  111554. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111555. /**
  111556. * Makes a duplicate of the current configuration into another one.
  111557. * @param clearCoatConfiguration define the config where to copy the info
  111558. */
  111559. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111560. /**
  111561. * Serializes this clear coat configuration.
  111562. * @returns - An object with the serialized config.
  111563. */
  111564. serialize(): any;
  111565. /**
  111566. * Parses a anisotropy Configuration from a serialized object.
  111567. * @param source - Serialized object.
  111568. * @param scene Defines the scene we are parsing for
  111569. * @param rootUrl Defines the rootUrl to load from
  111570. */
  111571. parse(source: any, scene: Scene, rootUrl: string): void;
  111572. }
  111573. }
  111574. declare module BABYLON {
  111575. /**
  111576. * @hidden
  111577. */
  111578. export interface IMaterialAnisotropicDefines {
  111579. ANISOTROPIC: boolean;
  111580. ANISOTROPIC_TEXTURE: boolean;
  111581. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111582. MAINUV1: boolean;
  111583. _areTexturesDirty: boolean;
  111584. _needUVs: boolean;
  111585. }
  111586. /**
  111587. * Define the code related to the anisotropic parameters of the pbr material.
  111588. */
  111589. export class PBRAnisotropicConfiguration {
  111590. private _isEnabled;
  111591. /**
  111592. * Defines if the anisotropy is enabled in the material.
  111593. */
  111594. isEnabled: boolean;
  111595. /**
  111596. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111597. */
  111598. intensity: number;
  111599. /**
  111600. * Defines if the effect is along the tangents, bitangents or in between.
  111601. * By default, the effect is "strectching" the highlights along the tangents.
  111602. */
  111603. direction: Vector2;
  111604. private _texture;
  111605. /**
  111606. * Stores the anisotropy values in a texture.
  111607. * rg is direction (like normal from -1 to 1)
  111608. * b is a intensity
  111609. */
  111610. texture: Nullable<BaseTexture>;
  111611. /** @hidden */
  111612. private _internalMarkAllSubMeshesAsTexturesDirty;
  111613. /** @hidden */
  111614. _markAllSubMeshesAsTexturesDirty(): void;
  111615. /**
  111616. * Instantiate a new istance of anisotropy configuration.
  111617. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111618. */
  111619. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111620. /**
  111621. * Specifies that the submesh is ready to be used.
  111622. * @param defines the list of "defines" to update.
  111623. * @param scene defines the scene the material belongs to.
  111624. * @returns - boolean indicating that the submesh is ready or not.
  111625. */
  111626. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111627. /**
  111628. * Checks to see if a texture is used in the material.
  111629. * @param defines the list of "defines" to update.
  111630. * @param mesh the mesh we are preparing the defines for.
  111631. * @param scene defines the scene the material belongs to.
  111632. */
  111633. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111634. /**
  111635. * Binds the material data.
  111636. * @param uniformBuffer defines the Uniform buffer to fill in.
  111637. * @param scene defines the scene the material belongs to.
  111638. * @param isFrozen defines wether the material is frozen or not.
  111639. */
  111640. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111641. /**
  111642. * Checks to see if a texture is used in the material.
  111643. * @param texture - Base texture to use.
  111644. * @returns - Boolean specifying if a texture is used in the material.
  111645. */
  111646. hasTexture(texture: BaseTexture): boolean;
  111647. /**
  111648. * Returns an array of the actively used textures.
  111649. * @param activeTextures Array of BaseTextures
  111650. */
  111651. getActiveTextures(activeTextures: BaseTexture[]): void;
  111652. /**
  111653. * Returns the animatable textures.
  111654. * @param animatables Array of animatable textures.
  111655. */
  111656. getAnimatables(animatables: IAnimatable[]): void;
  111657. /**
  111658. * Disposes the resources of the material.
  111659. * @param forceDisposeTextures - Forces the disposal of all textures.
  111660. */
  111661. dispose(forceDisposeTextures?: boolean): void;
  111662. /**
  111663. * Get the current class name of the texture useful for serialization or dynamic coding.
  111664. * @returns "PBRAnisotropicConfiguration"
  111665. */
  111666. getClassName(): string;
  111667. /**
  111668. * Add fallbacks to the effect fallbacks list.
  111669. * @param defines defines the Base texture to use.
  111670. * @param fallbacks defines the current fallback list.
  111671. * @param currentRank defines the current fallback rank.
  111672. * @returns the new fallback rank.
  111673. */
  111674. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111675. /**
  111676. * Add the required uniforms to the current list.
  111677. * @param uniforms defines the current uniform list.
  111678. */
  111679. static AddUniforms(uniforms: string[]): void;
  111680. /**
  111681. * Add the required uniforms to the current buffer.
  111682. * @param uniformBuffer defines the current uniform buffer.
  111683. */
  111684. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111685. /**
  111686. * Add the required samplers to the current list.
  111687. * @param samplers defines the current sampler list.
  111688. */
  111689. static AddSamplers(samplers: string[]): void;
  111690. /**
  111691. * Makes a duplicate of the current configuration into another one.
  111692. * @param anisotropicConfiguration define the config where to copy the info
  111693. */
  111694. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111695. /**
  111696. * Serializes this anisotropy configuration.
  111697. * @returns - An object with the serialized config.
  111698. */
  111699. serialize(): any;
  111700. /**
  111701. * Parses a anisotropy Configuration from a serialized object.
  111702. * @param source - Serialized object.
  111703. * @param scene Defines the scene we are parsing for
  111704. * @param rootUrl Defines the rootUrl to load from
  111705. */
  111706. parse(source: any, scene: Scene, rootUrl: string): void;
  111707. }
  111708. }
  111709. declare module BABYLON {
  111710. /**
  111711. * @hidden
  111712. */
  111713. export interface IMaterialBRDFDefines {
  111714. BRDF_V_HEIGHT_CORRELATED: boolean;
  111715. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111716. SPHERICAL_HARMONICS: boolean;
  111717. /** @hidden */
  111718. _areMiscDirty: boolean;
  111719. }
  111720. /**
  111721. * Define the code related to the BRDF parameters of the pbr material.
  111722. */
  111723. export class PBRBRDFConfiguration {
  111724. /**
  111725. * Default value used for the energy conservation.
  111726. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111727. */
  111728. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111729. /**
  111730. * Default value used for the Smith Visibility Height Correlated mode.
  111731. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111732. */
  111733. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111734. /**
  111735. * Default value used for the IBL diffuse part.
  111736. * This can help switching back to the polynomials mode globally which is a tiny bit
  111737. * less GPU intensive at the drawback of a lower quality.
  111738. */
  111739. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111740. private _useEnergyConservation;
  111741. /**
  111742. * Defines if the material uses energy conservation.
  111743. */
  111744. useEnergyConservation: boolean;
  111745. private _useSmithVisibilityHeightCorrelated;
  111746. /**
  111747. * LEGACY Mode set to false
  111748. * Defines if the material uses height smith correlated visibility term.
  111749. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111750. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111751. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111752. * Not relying on height correlated will also disable energy conservation.
  111753. */
  111754. useSmithVisibilityHeightCorrelated: boolean;
  111755. private _useSphericalHarmonics;
  111756. /**
  111757. * LEGACY Mode set to false
  111758. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111759. * diffuse part of the IBL.
  111760. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111761. * to the ground truth.
  111762. */
  111763. useSphericalHarmonics: boolean;
  111764. /** @hidden */
  111765. private _internalMarkAllSubMeshesAsMiscDirty;
  111766. /** @hidden */
  111767. _markAllSubMeshesAsMiscDirty(): void;
  111768. /**
  111769. * Instantiate a new istance of clear coat configuration.
  111770. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  111771. */
  111772. constructor(markAllSubMeshesAsMiscDirty: () => void);
  111773. /**
  111774. * Checks to see if a texture is used in the material.
  111775. * @param defines the list of "defines" to update.
  111776. */
  111777. prepareDefines(defines: IMaterialBRDFDefines): void;
  111778. /**
  111779. * Get the current class name of the texture useful for serialization or dynamic coding.
  111780. * @returns "PBRClearCoatConfiguration"
  111781. */
  111782. getClassName(): string;
  111783. /**
  111784. * Makes a duplicate of the current configuration into another one.
  111785. * @param brdfConfiguration define the config where to copy the info
  111786. */
  111787. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  111788. /**
  111789. * Serializes this BRDF configuration.
  111790. * @returns - An object with the serialized config.
  111791. */
  111792. serialize(): any;
  111793. /**
  111794. * Parses a anisotropy Configuration from a serialized object.
  111795. * @param source - Serialized object.
  111796. * @param scene Defines the scene we are parsing for
  111797. * @param rootUrl Defines the rootUrl to load from
  111798. */
  111799. parse(source: any, scene: Scene, rootUrl: string): void;
  111800. }
  111801. }
  111802. declare module BABYLON {
  111803. /**
  111804. * @hidden
  111805. */
  111806. export interface IMaterialSheenDefines {
  111807. SHEEN: boolean;
  111808. SHEEN_TEXTURE: boolean;
  111809. SHEEN_TEXTUREDIRECTUV: number;
  111810. SHEEN_LINKWITHALBEDO: boolean;
  111811. /** @hidden */
  111812. _areTexturesDirty: boolean;
  111813. }
  111814. /**
  111815. * Define the code related to the Sheen parameters of the pbr material.
  111816. */
  111817. export class PBRSheenConfiguration {
  111818. private _isEnabled;
  111819. /**
  111820. * Defines if the material uses sheen.
  111821. */
  111822. isEnabled: boolean;
  111823. private _linkSheenWithAlbedo;
  111824. /**
  111825. * Defines if the sheen is linked to the sheen color.
  111826. */
  111827. linkSheenWithAlbedo: boolean;
  111828. /**
  111829. * Defines the sheen intensity.
  111830. */
  111831. intensity: number;
  111832. /**
  111833. * Defines the sheen color.
  111834. */
  111835. color: Color3;
  111836. private _texture;
  111837. /**
  111838. * Stores the sheen tint values in a texture.
  111839. * rgb is tint
  111840. * a is a intensity
  111841. */
  111842. texture: Nullable<BaseTexture>;
  111843. /** @hidden */
  111844. private _internalMarkAllSubMeshesAsTexturesDirty;
  111845. /** @hidden */
  111846. _markAllSubMeshesAsTexturesDirty(): void;
  111847. /**
  111848. * Instantiate a new istance of clear coat configuration.
  111849. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111850. */
  111851. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111852. /**
  111853. * Specifies that the submesh is ready to be used.
  111854. * @param defines the list of "defines" to update.
  111855. * @param scene defines the scene the material belongs to.
  111856. * @returns - boolean indicating that the submesh is ready or not.
  111857. */
  111858. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  111859. /**
  111860. * Checks to see if a texture is used in the material.
  111861. * @param defines the list of "defines" to update.
  111862. * @param scene defines the scene the material belongs to.
  111863. */
  111864. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  111865. /**
  111866. * Binds the material data.
  111867. * @param uniformBuffer defines the Uniform buffer to fill in.
  111868. * @param scene defines the scene the material belongs to.
  111869. * @param isFrozen defines wether the material is frozen or not.
  111870. */
  111871. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111872. /**
  111873. * Checks to see if a texture is used in the material.
  111874. * @param texture - Base texture to use.
  111875. * @returns - Boolean specifying if a texture is used in the material.
  111876. */
  111877. hasTexture(texture: BaseTexture): boolean;
  111878. /**
  111879. * Returns an array of the actively used textures.
  111880. * @param activeTextures Array of BaseTextures
  111881. */
  111882. getActiveTextures(activeTextures: BaseTexture[]): void;
  111883. /**
  111884. * Returns the animatable textures.
  111885. * @param animatables Array of animatable textures.
  111886. */
  111887. getAnimatables(animatables: IAnimatable[]): void;
  111888. /**
  111889. * Disposes the resources of the material.
  111890. * @param forceDisposeTextures - Forces the disposal of all textures.
  111891. */
  111892. dispose(forceDisposeTextures?: boolean): void;
  111893. /**
  111894. * Get the current class name of the texture useful for serialization or dynamic coding.
  111895. * @returns "PBRSheenConfiguration"
  111896. */
  111897. getClassName(): string;
  111898. /**
  111899. * Add fallbacks to the effect fallbacks list.
  111900. * @param defines defines the Base texture to use.
  111901. * @param fallbacks defines the current fallback list.
  111902. * @param currentRank defines the current fallback rank.
  111903. * @returns the new fallback rank.
  111904. */
  111905. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111906. /**
  111907. * Add the required uniforms to the current list.
  111908. * @param uniforms defines the current uniform list.
  111909. */
  111910. static AddUniforms(uniforms: string[]): void;
  111911. /**
  111912. * Add the required uniforms to the current buffer.
  111913. * @param uniformBuffer defines the current uniform buffer.
  111914. */
  111915. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111916. /**
  111917. * Add the required samplers to the current list.
  111918. * @param samplers defines the current sampler list.
  111919. */
  111920. static AddSamplers(samplers: string[]): void;
  111921. /**
  111922. * Makes a duplicate of the current configuration into another one.
  111923. * @param sheenConfiguration define the config where to copy the info
  111924. */
  111925. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  111926. /**
  111927. * Serializes this BRDF configuration.
  111928. * @returns - An object with the serialized config.
  111929. */
  111930. serialize(): any;
  111931. /**
  111932. * Parses a anisotropy Configuration from a serialized object.
  111933. * @param source - Serialized object.
  111934. * @param scene Defines the scene we are parsing for
  111935. * @param rootUrl Defines the rootUrl to load from
  111936. */
  111937. parse(source: any, scene: Scene, rootUrl: string): void;
  111938. }
  111939. }
  111940. declare module BABYLON {
  111941. /**
  111942. * @hidden
  111943. */
  111944. export interface IMaterialSubSurfaceDefines {
  111945. SUBSURFACE: boolean;
  111946. SS_REFRACTION: boolean;
  111947. SS_TRANSLUCENCY: boolean;
  111948. SS_SCATERRING: boolean;
  111949. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111950. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111951. SS_REFRACTIONMAP_3D: boolean;
  111952. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111953. SS_LODINREFRACTIONALPHA: boolean;
  111954. SS_GAMMAREFRACTION: boolean;
  111955. SS_RGBDREFRACTION: boolean;
  111956. SS_LINEARSPECULARREFRACTION: boolean;
  111957. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111958. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111959. /** @hidden */
  111960. _areTexturesDirty: boolean;
  111961. }
  111962. /**
  111963. * Define the code related to the sub surface parameters of the pbr material.
  111964. */
  111965. export class PBRSubSurfaceConfiguration {
  111966. private _isRefractionEnabled;
  111967. /**
  111968. * Defines if the refraction is enabled in the material.
  111969. */
  111970. isRefractionEnabled: boolean;
  111971. private _isTranslucencyEnabled;
  111972. /**
  111973. * Defines if the translucency is enabled in the material.
  111974. */
  111975. isTranslucencyEnabled: boolean;
  111976. private _isScatteringEnabled;
  111977. /**
  111978. * Defines the refraction intensity of the material.
  111979. * The refraction when enabled replaces the Diffuse part of the material.
  111980. * The intensity helps transitionning between diffuse and refraction.
  111981. */
  111982. refractionIntensity: number;
  111983. /**
  111984. * Defines the translucency intensity of the material.
  111985. * When translucency has been enabled, this defines how much of the "translucency"
  111986. * is addded to the diffuse part of the material.
  111987. */
  111988. translucencyIntensity: number;
  111989. /**
  111990. * Defines the scattering intensity of the material.
  111991. * When scattering has been enabled, this defines how much of the "scattered light"
  111992. * is addded to the diffuse part of the material.
  111993. */
  111994. scatteringIntensity: number;
  111995. private _thicknessTexture;
  111996. /**
  111997. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  111998. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  111999. * 0 would mean minimumThickness
  112000. * 1 would mean maximumThickness
  112001. * The other channels might be use as a mask to vary the different effects intensity.
  112002. */
  112003. thicknessTexture: Nullable<BaseTexture>;
  112004. private _refractionTexture;
  112005. /**
  112006. * Defines the texture to use for refraction.
  112007. */
  112008. refractionTexture: Nullable<BaseTexture>;
  112009. private _indexOfRefraction;
  112010. /**
  112011. * Defines the index of refraction used in the material.
  112012. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112013. */
  112014. indexOfRefraction: number;
  112015. private _invertRefractionY;
  112016. /**
  112017. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112018. */
  112019. invertRefractionY: boolean;
  112020. private _linkRefractionWithTransparency;
  112021. /**
  112022. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112023. * Materials half opaque for instance using refraction could benefit from this control.
  112024. */
  112025. linkRefractionWithTransparency: boolean;
  112026. /**
  112027. * Defines the minimum thickness stored in the thickness map.
  112028. * If no thickness map is defined, this value will be used to simulate thickness.
  112029. */
  112030. minimumThickness: number;
  112031. /**
  112032. * Defines the maximum thickness stored in the thickness map.
  112033. */
  112034. maximumThickness: number;
  112035. /**
  112036. * Defines the volume tint of the material.
  112037. * This is used for both translucency and scattering.
  112038. */
  112039. tintColor: Color3;
  112040. /**
  112041. * Defines the distance at which the tint color should be found in the media.
  112042. * This is used for refraction only.
  112043. */
  112044. tintColorAtDistance: number;
  112045. /**
  112046. * Defines how far each channel transmit through the media.
  112047. * It is defined as a color to simplify it selection.
  112048. */
  112049. diffusionDistance: Color3;
  112050. private _useMaskFromThicknessTexture;
  112051. /**
  112052. * Stores the intensity of the different subsurface effects in the thickness texture.
  112053. * * the green channel is the translucency intensity.
  112054. * * the blue channel is the scattering intensity.
  112055. * * the alpha channel is the refraction intensity.
  112056. */
  112057. useMaskFromThicknessTexture: boolean;
  112058. /** @hidden */
  112059. private _internalMarkAllSubMeshesAsTexturesDirty;
  112060. /** @hidden */
  112061. _markAllSubMeshesAsTexturesDirty(): void;
  112062. /**
  112063. * Instantiate a new istance of sub surface configuration.
  112064. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112065. */
  112066. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112067. /**
  112068. * Gets wehter the submesh is ready to be used or not.
  112069. * @param defines the list of "defines" to update.
  112070. * @param scene defines the scene the material belongs to.
  112071. * @returns - boolean indicating that the submesh is ready or not.
  112072. */
  112073. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112074. /**
  112075. * Checks to see if a texture is used in the material.
  112076. * @param defines the list of "defines" to update.
  112077. * @param scene defines the scene to the material belongs to.
  112078. */
  112079. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112080. /**
  112081. * Binds the material data.
  112082. * @param uniformBuffer defines the Uniform buffer to fill in.
  112083. * @param scene defines the scene the material belongs to.
  112084. * @param engine defines the engine the material belongs to.
  112085. * @param isFrozen defines wether the material is frozen or not.
  112086. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112087. */
  112088. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112089. /**
  112090. * Unbinds the material from the mesh.
  112091. * @param activeEffect defines the effect that should be unbound from.
  112092. * @returns true if unbound, otherwise false
  112093. */
  112094. unbind(activeEffect: Effect): boolean;
  112095. /**
  112096. * Returns the texture used for refraction or null if none is used.
  112097. * @param scene defines the scene the material belongs to.
  112098. * @returns - Refraction texture if present. If no refraction texture and refraction
  112099. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112100. */
  112101. private _getRefractionTexture;
  112102. /**
  112103. * Returns true if alpha blending should be disabled.
  112104. */
  112105. readonly disableAlphaBlending: boolean;
  112106. /**
  112107. * Fills the list of render target textures.
  112108. * @param renderTargets the list of render targets to update
  112109. */
  112110. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112111. /**
  112112. * Checks to see if a texture is used in the material.
  112113. * @param texture - Base texture to use.
  112114. * @returns - Boolean specifying if a texture is used in the material.
  112115. */
  112116. hasTexture(texture: BaseTexture): boolean;
  112117. /**
  112118. * Gets a boolean indicating that current material needs to register RTT
  112119. * @returns true if this uses a render target otherwise false.
  112120. */
  112121. hasRenderTargetTextures(): boolean;
  112122. /**
  112123. * Returns an array of the actively used textures.
  112124. * @param activeTextures Array of BaseTextures
  112125. */
  112126. getActiveTextures(activeTextures: BaseTexture[]): void;
  112127. /**
  112128. * Returns the animatable textures.
  112129. * @param animatables Array of animatable textures.
  112130. */
  112131. getAnimatables(animatables: IAnimatable[]): void;
  112132. /**
  112133. * Disposes the resources of the material.
  112134. * @param forceDisposeTextures - Forces the disposal of all textures.
  112135. */
  112136. dispose(forceDisposeTextures?: boolean): void;
  112137. /**
  112138. * Get the current class name of the texture useful for serialization or dynamic coding.
  112139. * @returns "PBRSubSurfaceConfiguration"
  112140. */
  112141. getClassName(): string;
  112142. /**
  112143. * Add fallbacks to the effect fallbacks list.
  112144. * @param defines defines the Base texture to use.
  112145. * @param fallbacks defines the current fallback list.
  112146. * @param currentRank defines the current fallback rank.
  112147. * @returns the new fallback rank.
  112148. */
  112149. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112150. /**
  112151. * Add the required uniforms to the current list.
  112152. * @param uniforms defines the current uniform list.
  112153. */
  112154. static AddUniforms(uniforms: string[]): void;
  112155. /**
  112156. * Add the required samplers to the current list.
  112157. * @param samplers defines the current sampler list.
  112158. */
  112159. static AddSamplers(samplers: string[]): void;
  112160. /**
  112161. * Add the required uniforms to the current buffer.
  112162. * @param uniformBuffer defines the current uniform buffer.
  112163. */
  112164. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112165. /**
  112166. * Makes a duplicate of the current configuration into another one.
  112167. * @param configuration define the config where to copy the info
  112168. */
  112169. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112170. /**
  112171. * Serializes this Sub Surface configuration.
  112172. * @returns - An object with the serialized config.
  112173. */
  112174. serialize(): any;
  112175. /**
  112176. * Parses a anisotropy Configuration from a serialized object.
  112177. * @param source - Serialized object.
  112178. * @param scene Defines the scene we are parsing for
  112179. * @param rootUrl Defines the rootUrl to load from
  112180. */
  112181. parse(source: any, scene: Scene, rootUrl: string): void;
  112182. }
  112183. }
  112184. declare module BABYLON {
  112185. /** @hidden */
  112186. export var pbrFragmentDeclaration: {
  112187. name: string;
  112188. shader: string;
  112189. };
  112190. }
  112191. declare module BABYLON {
  112192. /** @hidden */
  112193. export var pbrUboDeclaration: {
  112194. name: string;
  112195. shader: string;
  112196. };
  112197. }
  112198. declare module BABYLON {
  112199. /** @hidden */
  112200. export var pbrFragmentExtraDeclaration: {
  112201. name: string;
  112202. shader: string;
  112203. };
  112204. }
  112205. declare module BABYLON {
  112206. /** @hidden */
  112207. export var pbrFragmentSamplersDeclaration: {
  112208. name: string;
  112209. shader: string;
  112210. };
  112211. }
  112212. declare module BABYLON {
  112213. /** @hidden */
  112214. export var pbrHelperFunctions: {
  112215. name: string;
  112216. shader: string;
  112217. };
  112218. }
  112219. declare module BABYLON {
  112220. /** @hidden */
  112221. export var harmonicsFunctions: {
  112222. name: string;
  112223. shader: string;
  112224. };
  112225. }
  112226. declare module BABYLON {
  112227. /** @hidden */
  112228. export var pbrDirectLightingSetupFunctions: {
  112229. name: string;
  112230. shader: string;
  112231. };
  112232. }
  112233. declare module BABYLON {
  112234. /** @hidden */
  112235. export var pbrDirectLightingFalloffFunctions: {
  112236. name: string;
  112237. shader: string;
  112238. };
  112239. }
  112240. declare module BABYLON {
  112241. /** @hidden */
  112242. export var pbrBRDFFunctions: {
  112243. name: string;
  112244. shader: string;
  112245. };
  112246. }
  112247. declare module BABYLON {
  112248. /** @hidden */
  112249. export var pbrDirectLightingFunctions: {
  112250. name: string;
  112251. shader: string;
  112252. };
  112253. }
  112254. declare module BABYLON {
  112255. /** @hidden */
  112256. export var pbrIBLFunctions: {
  112257. name: string;
  112258. shader: string;
  112259. };
  112260. }
  112261. declare module BABYLON {
  112262. /** @hidden */
  112263. export var pbrDebug: {
  112264. name: string;
  112265. shader: string;
  112266. };
  112267. }
  112268. declare module BABYLON {
  112269. /** @hidden */
  112270. export var pbrPixelShader: {
  112271. name: string;
  112272. shader: string;
  112273. };
  112274. }
  112275. declare module BABYLON {
  112276. /** @hidden */
  112277. export var pbrVertexDeclaration: {
  112278. name: string;
  112279. shader: string;
  112280. };
  112281. }
  112282. declare module BABYLON {
  112283. /** @hidden */
  112284. export var pbrVertexShader: {
  112285. name: string;
  112286. shader: string;
  112287. };
  112288. }
  112289. declare module BABYLON {
  112290. /**
  112291. * Manages the defines for the PBR Material.
  112292. * @hidden
  112293. */
  112294. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112295. PBR: boolean;
  112296. MAINUV1: boolean;
  112297. MAINUV2: boolean;
  112298. UV1: boolean;
  112299. UV2: boolean;
  112300. ALBEDO: boolean;
  112301. ALBEDODIRECTUV: number;
  112302. VERTEXCOLOR: boolean;
  112303. AMBIENT: boolean;
  112304. AMBIENTDIRECTUV: number;
  112305. AMBIENTINGRAYSCALE: boolean;
  112306. OPACITY: boolean;
  112307. VERTEXALPHA: boolean;
  112308. OPACITYDIRECTUV: number;
  112309. OPACITYRGB: boolean;
  112310. ALPHATEST: boolean;
  112311. DEPTHPREPASS: boolean;
  112312. ALPHABLEND: boolean;
  112313. ALPHAFROMALBEDO: boolean;
  112314. ALPHATESTVALUE: string;
  112315. SPECULAROVERALPHA: boolean;
  112316. RADIANCEOVERALPHA: boolean;
  112317. ALPHAFRESNEL: boolean;
  112318. LINEARALPHAFRESNEL: boolean;
  112319. PREMULTIPLYALPHA: boolean;
  112320. EMISSIVE: boolean;
  112321. EMISSIVEDIRECTUV: number;
  112322. REFLECTIVITY: boolean;
  112323. REFLECTIVITYDIRECTUV: number;
  112324. SPECULARTERM: boolean;
  112325. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112326. MICROSURFACEAUTOMATIC: boolean;
  112327. LODBASEDMICROSFURACE: boolean;
  112328. MICROSURFACEMAP: boolean;
  112329. MICROSURFACEMAPDIRECTUV: number;
  112330. METALLICWORKFLOW: boolean;
  112331. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112332. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112333. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112334. AOSTOREINMETALMAPRED: boolean;
  112335. ENVIRONMENTBRDF: boolean;
  112336. ENVIRONMENTBRDF_RGBD: boolean;
  112337. NORMAL: boolean;
  112338. TANGENT: boolean;
  112339. BUMP: boolean;
  112340. BUMPDIRECTUV: number;
  112341. OBJECTSPACE_NORMALMAP: boolean;
  112342. PARALLAX: boolean;
  112343. PARALLAXOCCLUSION: boolean;
  112344. NORMALXYSCALE: boolean;
  112345. LIGHTMAP: boolean;
  112346. LIGHTMAPDIRECTUV: number;
  112347. USELIGHTMAPASSHADOWMAP: boolean;
  112348. GAMMALIGHTMAP: boolean;
  112349. REFLECTION: boolean;
  112350. REFLECTIONMAP_3D: boolean;
  112351. REFLECTIONMAP_SPHERICAL: boolean;
  112352. REFLECTIONMAP_PLANAR: boolean;
  112353. REFLECTIONMAP_CUBIC: boolean;
  112354. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112355. REFLECTIONMAP_PROJECTION: boolean;
  112356. REFLECTIONMAP_SKYBOX: boolean;
  112357. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112358. REFLECTIONMAP_EXPLICIT: boolean;
  112359. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112360. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112361. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112362. INVERTCUBICMAP: boolean;
  112363. USESPHERICALFROMREFLECTIONMAP: boolean;
  112364. USEIRRADIANCEMAP: boolean;
  112365. SPHERICAL_HARMONICS: boolean;
  112366. USESPHERICALINVERTEX: boolean;
  112367. REFLECTIONMAP_OPPOSITEZ: boolean;
  112368. LODINREFLECTIONALPHA: boolean;
  112369. GAMMAREFLECTION: boolean;
  112370. RGBDREFLECTION: boolean;
  112371. LINEARSPECULARREFLECTION: boolean;
  112372. RADIANCEOCCLUSION: boolean;
  112373. HORIZONOCCLUSION: boolean;
  112374. INSTANCES: boolean;
  112375. NUM_BONE_INFLUENCERS: number;
  112376. BonesPerMesh: number;
  112377. BONETEXTURE: boolean;
  112378. NONUNIFORMSCALING: boolean;
  112379. MORPHTARGETS: boolean;
  112380. MORPHTARGETS_NORMAL: boolean;
  112381. MORPHTARGETS_TANGENT: boolean;
  112382. MORPHTARGETS_UV: boolean;
  112383. NUM_MORPH_INFLUENCERS: number;
  112384. IMAGEPROCESSING: boolean;
  112385. VIGNETTE: boolean;
  112386. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112387. VIGNETTEBLENDMODEOPAQUE: boolean;
  112388. TONEMAPPING: boolean;
  112389. TONEMAPPING_ACES: boolean;
  112390. CONTRAST: boolean;
  112391. COLORCURVES: boolean;
  112392. COLORGRADING: boolean;
  112393. COLORGRADING3D: boolean;
  112394. SAMPLER3DGREENDEPTH: boolean;
  112395. SAMPLER3DBGRMAP: boolean;
  112396. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112397. EXPOSURE: boolean;
  112398. MULTIVIEW: boolean;
  112399. USEPHYSICALLIGHTFALLOFF: boolean;
  112400. USEGLTFLIGHTFALLOFF: boolean;
  112401. TWOSIDEDLIGHTING: boolean;
  112402. SHADOWFLOAT: boolean;
  112403. CLIPPLANE: boolean;
  112404. CLIPPLANE2: boolean;
  112405. CLIPPLANE3: boolean;
  112406. CLIPPLANE4: boolean;
  112407. POINTSIZE: boolean;
  112408. FOG: boolean;
  112409. LOGARITHMICDEPTH: boolean;
  112410. FORCENORMALFORWARD: boolean;
  112411. SPECULARAA: boolean;
  112412. CLEARCOAT: boolean;
  112413. CLEARCOAT_DEFAULTIOR: boolean;
  112414. CLEARCOAT_TEXTURE: boolean;
  112415. CLEARCOAT_TEXTUREDIRECTUV: number;
  112416. CLEARCOAT_BUMP: boolean;
  112417. CLEARCOAT_BUMPDIRECTUV: number;
  112418. CLEARCOAT_TINT: boolean;
  112419. CLEARCOAT_TINT_TEXTURE: boolean;
  112420. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112421. ANISOTROPIC: boolean;
  112422. ANISOTROPIC_TEXTURE: boolean;
  112423. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112424. BRDF_V_HEIGHT_CORRELATED: boolean;
  112425. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112426. SHEEN: boolean;
  112427. SHEEN_TEXTURE: boolean;
  112428. SHEEN_TEXTUREDIRECTUV: number;
  112429. SHEEN_LINKWITHALBEDO: boolean;
  112430. SUBSURFACE: boolean;
  112431. SS_REFRACTION: boolean;
  112432. SS_TRANSLUCENCY: boolean;
  112433. SS_SCATERRING: boolean;
  112434. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112435. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112436. SS_REFRACTIONMAP_3D: boolean;
  112437. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112438. SS_LODINREFRACTIONALPHA: boolean;
  112439. SS_GAMMAREFRACTION: boolean;
  112440. SS_RGBDREFRACTION: boolean;
  112441. SS_LINEARSPECULARREFRACTION: boolean;
  112442. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112443. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112444. UNLIT: boolean;
  112445. DEBUGMODE: number;
  112446. /**
  112447. * Initializes the PBR Material defines.
  112448. */
  112449. constructor();
  112450. /**
  112451. * Resets the PBR Material defines.
  112452. */
  112453. reset(): void;
  112454. }
  112455. /**
  112456. * The Physically based material base class of BJS.
  112457. *
  112458. * This offers the main features of a standard PBR material.
  112459. * For more information, please refer to the documentation :
  112460. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112461. */
  112462. export abstract class PBRBaseMaterial extends PushMaterial {
  112463. /**
  112464. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112465. */
  112466. static readonly PBRMATERIAL_OPAQUE: number;
  112467. /**
  112468. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112469. */
  112470. static readonly PBRMATERIAL_ALPHATEST: number;
  112471. /**
  112472. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112473. */
  112474. static readonly PBRMATERIAL_ALPHABLEND: number;
  112475. /**
  112476. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112477. * They are also discarded below the alpha cutoff threshold to improve performances.
  112478. */
  112479. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112480. /**
  112481. * Defines the default value of how much AO map is occluding the analytical lights
  112482. * (point spot...).
  112483. */
  112484. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112485. /**
  112486. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112487. */
  112488. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112489. /**
  112490. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112491. * to enhance interoperability with other engines.
  112492. */
  112493. static readonly LIGHTFALLOFF_GLTF: number;
  112494. /**
  112495. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112496. * to enhance interoperability with other materials.
  112497. */
  112498. static readonly LIGHTFALLOFF_STANDARD: number;
  112499. /**
  112500. * Intensity of the direct lights e.g. the four lights available in your scene.
  112501. * This impacts both the direct diffuse and specular highlights.
  112502. */
  112503. protected _directIntensity: number;
  112504. /**
  112505. * Intensity of the emissive part of the material.
  112506. * This helps controlling the emissive effect without modifying the emissive color.
  112507. */
  112508. protected _emissiveIntensity: number;
  112509. /**
  112510. * Intensity of the environment e.g. how much the environment will light the object
  112511. * either through harmonics for rough material or through the refelction for shiny ones.
  112512. */
  112513. protected _environmentIntensity: number;
  112514. /**
  112515. * This is a special control allowing the reduction of the specular highlights coming from the
  112516. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112517. */
  112518. protected _specularIntensity: number;
  112519. /**
  112520. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112521. */
  112522. private _lightingInfos;
  112523. /**
  112524. * Debug Control allowing disabling the bump map on this material.
  112525. */
  112526. protected _disableBumpMap: boolean;
  112527. /**
  112528. * AKA Diffuse Texture in standard nomenclature.
  112529. */
  112530. protected _albedoTexture: Nullable<BaseTexture>;
  112531. /**
  112532. * AKA Occlusion Texture in other nomenclature.
  112533. */
  112534. protected _ambientTexture: Nullable<BaseTexture>;
  112535. /**
  112536. * AKA Occlusion Texture Intensity in other nomenclature.
  112537. */
  112538. protected _ambientTextureStrength: number;
  112539. /**
  112540. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112541. * 1 means it completely occludes it
  112542. * 0 mean it has no impact
  112543. */
  112544. protected _ambientTextureImpactOnAnalyticalLights: number;
  112545. /**
  112546. * Stores the alpha values in a texture.
  112547. */
  112548. protected _opacityTexture: Nullable<BaseTexture>;
  112549. /**
  112550. * Stores the reflection values in a texture.
  112551. */
  112552. protected _reflectionTexture: Nullable<BaseTexture>;
  112553. /**
  112554. * Stores the emissive values in a texture.
  112555. */
  112556. protected _emissiveTexture: Nullable<BaseTexture>;
  112557. /**
  112558. * AKA Specular texture in other nomenclature.
  112559. */
  112560. protected _reflectivityTexture: Nullable<BaseTexture>;
  112561. /**
  112562. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112563. */
  112564. protected _metallicTexture: Nullable<BaseTexture>;
  112565. /**
  112566. * Specifies the metallic scalar of the metallic/roughness workflow.
  112567. * Can also be used to scale the metalness values of the metallic texture.
  112568. */
  112569. protected _metallic: Nullable<number>;
  112570. /**
  112571. * Specifies the roughness scalar of the metallic/roughness workflow.
  112572. * Can also be used to scale the roughness values of the metallic texture.
  112573. */
  112574. protected _roughness: Nullable<number>;
  112575. /**
  112576. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112577. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112578. */
  112579. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112580. /**
  112581. * Stores surface normal data used to displace a mesh in a texture.
  112582. */
  112583. protected _bumpTexture: Nullable<BaseTexture>;
  112584. /**
  112585. * Stores the pre-calculated light information of a mesh in a texture.
  112586. */
  112587. protected _lightmapTexture: Nullable<BaseTexture>;
  112588. /**
  112589. * The color of a material in ambient lighting.
  112590. */
  112591. protected _ambientColor: Color3;
  112592. /**
  112593. * AKA Diffuse Color in other nomenclature.
  112594. */
  112595. protected _albedoColor: Color3;
  112596. /**
  112597. * AKA Specular Color in other nomenclature.
  112598. */
  112599. protected _reflectivityColor: Color3;
  112600. /**
  112601. * The color applied when light is reflected from a material.
  112602. */
  112603. protected _reflectionColor: Color3;
  112604. /**
  112605. * The color applied when light is emitted from a material.
  112606. */
  112607. protected _emissiveColor: Color3;
  112608. /**
  112609. * AKA Glossiness in other nomenclature.
  112610. */
  112611. protected _microSurface: number;
  112612. /**
  112613. * Specifies that the material will use the light map as a show map.
  112614. */
  112615. protected _useLightmapAsShadowmap: boolean;
  112616. /**
  112617. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112618. * makes the reflect vector face the model (under horizon).
  112619. */
  112620. protected _useHorizonOcclusion: boolean;
  112621. /**
  112622. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112623. * too much the area relying on ambient texture to define their ambient occlusion.
  112624. */
  112625. protected _useRadianceOcclusion: boolean;
  112626. /**
  112627. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112628. */
  112629. protected _useAlphaFromAlbedoTexture: boolean;
  112630. /**
  112631. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112632. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112633. */
  112634. protected _useSpecularOverAlpha: boolean;
  112635. /**
  112636. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112637. */
  112638. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112639. /**
  112640. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112641. */
  112642. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112643. /**
  112644. * Specifies if the metallic texture contains the roughness information in its green channel.
  112645. */
  112646. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112647. /**
  112648. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112649. */
  112650. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112651. /**
  112652. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112653. */
  112654. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112655. /**
  112656. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112657. */
  112658. protected _useAmbientInGrayScale: boolean;
  112659. /**
  112660. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112661. * The material will try to infer what glossiness each pixel should be.
  112662. */
  112663. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112664. /**
  112665. * Defines the falloff type used in this material.
  112666. * It by default is Physical.
  112667. */
  112668. protected _lightFalloff: number;
  112669. /**
  112670. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112671. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112672. */
  112673. protected _useRadianceOverAlpha: boolean;
  112674. /**
  112675. * Allows using an object space normal map (instead of tangent space).
  112676. */
  112677. protected _useObjectSpaceNormalMap: boolean;
  112678. /**
  112679. * Allows using the bump map in parallax mode.
  112680. */
  112681. protected _useParallax: boolean;
  112682. /**
  112683. * Allows using the bump map in parallax occlusion mode.
  112684. */
  112685. protected _useParallaxOcclusion: boolean;
  112686. /**
  112687. * Controls the scale bias of the parallax mode.
  112688. */
  112689. protected _parallaxScaleBias: number;
  112690. /**
  112691. * If sets to true, disables all the lights affecting the material.
  112692. */
  112693. protected _disableLighting: boolean;
  112694. /**
  112695. * Number of Simultaneous lights allowed on the material.
  112696. */
  112697. protected _maxSimultaneousLights: number;
  112698. /**
  112699. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112700. */
  112701. protected _invertNormalMapX: boolean;
  112702. /**
  112703. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112704. */
  112705. protected _invertNormalMapY: boolean;
  112706. /**
  112707. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112708. */
  112709. protected _twoSidedLighting: boolean;
  112710. /**
  112711. * Defines the alpha limits in alpha test mode.
  112712. */
  112713. protected _alphaCutOff: number;
  112714. /**
  112715. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112716. */
  112717. protected _forceAlphaTest: boolean;
  112718. /**
  112719. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112720. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112721. */
  112722. protected _useAlphaFresnel: boolean;
  112723. /**
  112724. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112725. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112726. */
  112727. protected _useLinearAlphaFresnel: boolean;
  112728. /**
  112729. * The transparency mode of the material.
  112730. */
  112731. protected _transparencyMode: Nullable<number>;
  112732. /**
  112733. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112734. * from cos thetav and roughness:
  112735. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112736. */
  112737. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112738. /**
  112739. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112740. */
  112741. protected _forceIrradianceInFragment: boolean;
  112742. /**
  112743. * Force normal to face away from face.
  112744. */
  112745. protected _forceNormalForward: boolean;
  112746. /**
  112747. * Enables specular anti aliasing in the PBR shader.
  112748. * It will both interacts on the Geometry for analytical and IBL lighting.
  112749. * It also prefilter the roughness map based on the bump values.
  112750. */
  112751. protected _enableSpecularAntiAliasing: boolean;
  112752. /**
  112753. * Default configuration related to image processing available in the PBR Material.
  112754. */
  112755. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112756. /**
  112757. * Keep track of the image processing observer to allow dispose and replace.
  112758. */
  112759. private _imageProcessingObserver;
  112760. /**
  112761. * Attaches a new image processing configuration to the PBR Material.
  112762. * @param configuration
  112763. */
  112764. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  112765. /**
  112766. * Stores the available render targets.
  112767. */
  112768. private _renderTargets;
  112769. /**
  112770. * Sets the global ambient color for the material used in lighting calculations.
  112771. */
  112772. private _globalAmbientColor;
  112773. /**
  112774. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  112775. */
  112776. private _useLogarithmicDepth;
  112777. /**
  112778. * If set to true, no lighting calculations will be applied.
  112779. */
  112780. private _unlit;
  112781. private _debugMode;
  112782. /**
  112783. * @hidden
  112784. * This is reserved for the inspector.
  112785. * Defines the material debug mode.
  112786. * It helps seeing only some components of the material while troubleshooting.
  112787. */
  112788. debugMode: number;
  112789. /**
  112790. * @hidden
  112791. * This is reserved for the inspector.
  112792. * Specify from where on screen the debug mode should start.
  112793. * The value goes from -1 (full screen) to 1 (not visible)
  112794. * It helps with side by side comparison against the final render
  112795. * This defaults to -1
  112796. */
  112797. private debugLimit;
  112798. /**
  112799. * @hidden
  112800. * This is reserved for the inspector.
  112801. * As the default viewing range might not be enough (if the ambient is really small for instance)
  112802. * You can use the factor to better multiply the final value.
  112803. */
  112804. private debugFactor;
  112805. /**
  112806. * Defines the clear coat layer parameters for the material.
  112807. */
  112808. readonly clearCoat: PBRClearCoatConfiguration;
  112809. /**
  112810. * Defines the anisotropic parameters for the material.
  112811. */
  112812. readonly anisotropy: PBRAnisotropicConfiguration;
  112813. /**
  112814. * Defines the BRDF parameters for the material.
  112815. */
  112816. readonly brdf: PBRBRDFConfiguration;
  112817. /**
  112818. * Defines the Sheen parameters for the material.
  112819. */
  112820. readonly sheen: PBRSheenConfiguration;
  112821. /**
  112822. * Defines the SubSurface parameters for the material.
  112823. */
  112824. readonly subSurface: PBRSubSurfaceConfiguration;
  112825. /**
  112826. * Custom callback helping to override the default shader used in the material.
  112827. */
  112828. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  112829. protected _rebuildInParallel: boolean;
  112830. /**
  112831. * Instantiates a new PBRMaterial instance.
  112832. *
  112833. * @param name The material name
  112834. * @param scene The scene the material will be use in.
  112835. */
  112836. constructor(name: string, scene: Scene);
  112837. /**
  112838. * Gets a boolean indicating that current material needs to register RTT
  112839. */
  112840. readonly hasRenderTargetTextures: boolean;
  112841. /**
  112842. * Gets the name of the material class.
  112843. */
  112844. getClassName(): string;
  112845. /**
  112846. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112847. */
  112848. /**
  112849. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112850. */
  112851. useLogarithmicDepth: boolean;
  112852. /**
  112853. * Gets the current transparency mode.
  112854. */
  112855. /**
  112856. * Sets the transparency mode of the material.
  112857. *
  112858. * | Value | Type | Description |
  112859. * | ----- | ----------------------------------- | ----------- |
  112860. * | 0 | OPAQUE | |
  112861. * | 1 | ALPHATEST | |
  112862. * | 2 | ALPHABLEND | |
  112863. * | 3 | ALPHATESTANDBLEND | |
  112864. *
  112865. */
  112866. transparencyMode: Nullable<number>;
  112867. /**
  112868. * Returns true if alpha blending should be disabled.
  112869. */
  112870. private readonly _disableAlphaBlending;
  112871. /**
  112872. * Specifies whether or not this material should be rendered in alpha blend mode.
  112873. */
  112874. needAlphaBlending(): boolean;
  112875. /**
  112876. * Specifies if the mesh will require alpha blending.
  112877. * @param mesh - BJS mesh.
  112878. */
  112879. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  112880. /**
  112881. * Specifies whether or not this material should be rendered in alpha test mode.
  112882. */
  112883. needAlphaTesting(): boolean;
  112884. /**
  112885. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  112886. */
  112887. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  112888. /**
  112889. * Gets the texture used for the alpha test.
  112890. */
  112891. getAlphaTestTexture(): Nullable<BaseTexture>;
  112892. /**
  112893. * Specifies that the submesh is ready to be used.
  112894. * @param mesh - BJS mesh.
  112895. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  112896. * @param useInstances - Specifies that instances should be used.
  112897. * @returns - boolean indicating that the submesh is ready or not.
  112898. */
  112899. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  112900. /**
  112901. * Specifies if the material uses metallic roughness workflow.
  112902. * @returns boolean specifiying if the material uses metallic roughness workflow.
  112903. */
  112904. isMetallicWorkflow(): boolean;
  112905. private _prepareEffect;
  112906. private _prepareDefines;
  112907. /**
  112908. * Force shader compilation
  112909. */
  112910. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  112911. clipPlane: boolean;
  112912. }>): void;
  112913. /**
  112914. * Initializes the uniform buffer layout for the shader.
  112915. */
  112916. buildUniformLayout(): void;
  112917. /**
  112918. * Unbinds the material from the mesh
  112919. */
  112920. unbind(): void;
  112921. /**
  112922. * Binds the submesh data.
  112923. * @param world - The world matrix.
  112924. * @param mesh - The BJS mesh.
  112925. * @param subMesh - A submesh of the BJS mesh.
  112926. */
  112927. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  112928. /**
  112929. * Returns the animatable textures.
  112930. * @returns - Array of animatable textures.
  112931. */
  112932. getAnimatables(): IAnimatable[];
  112933. /**
  112934. * Returns the texture used for reflections.
  112935. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  112936. */
  112937. private _getReflectionTexture;
  112938. /**
  112939. * Returns an array of the actively used textures.
  112940. * @returns - Array of BaseTextures
  112941. */
  112942. getActiveTextures(): BaseTexture[];
  112943. /**
  112944. * Checks to see if a texture is used in the material.
  112945. * @param texture - Base texture to use.
  112946. * @returns - Boolean specifying if a texture is used in the material.
  112947. */
  112948. hasTexture(texture: BaseTexture): boolean;
  112949. /**
  112950. * Disposes the resources of the material.
  112951. * @param forceDisposeEffect - Forces the disposal of effects.
  112952. * @param forceDisposeTextures - Forces the disposal of all textures.
  112953. */
  112954. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  112955. }
  112956. }
  112957. declare module BABYLON {
  112958. /**
  112959. * The Physically based material of BJS.
  112960. *
  112961. * This offers the main features of a standard PBR material.
  112962. * For more information, please refer to the documentation :
  112963. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112964. */
  112965. export class PBRMaterial extends PBRBaseMaterial {
  112966. /**
  112967. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112968. */
  112969. static readonly PBRMATERIAL_OPAQUE: number;
  112970. /**
  112971. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112972. */
  112973. static readonly PBRMATERIAL_ALPHATEST: number;
  112974. /**
  112975. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112976. */
  112977. static readonly PBRMATERIAL_ALPHABLEND: number;
  112978. /**
  112979. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112980. * They are also discarded below the alpha cutoff threshold to improve performances.
  112981. */
  112982. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112983. /**
  112984. * Defines the default value of how much AO map is occluding the analytical lights
  112985. * (point spot...).
  112986. */
  112987. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112988. /**
  112989. * Intensity of the direct lights e.g. the four lights available in your scene.
  112990. * This impacts both the direct diffuse and specular highlights.
  112991. */
  112992. directIntensity: number;
  112993. /**
  112994. * Intensity of the emissive part of the material.
  112995. * This helps controlling the emissive effect without modifying the emissive color.
  112996. */
  112997. emissiveIntensity: number;
  112998. /**
  112999. * Intensity of the environment e.g. how much the environment will light the object
  113000. * either through harmonics for rough material or through the refelction for shiny ones.
  113001. */
  113002. environmentIntensity: number;
  113003. /**
  113004. * This is a special control allowing the reduction of the specular highlights coming from the
  113005. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113006. */
  113007. specularIntensity: number;
  113008. /**
  113009. * Debug Control allowing disabling the bump map on this material.
  113010. */
  113011. disableBumpMap: boolean;
  113012. /**
  113013. * AKA Diffuse Texture in standard nomenclature.
  113014. */
  113015. albedoTexture: BaseTexture;
  113016. /**
  113017. * AKA Occlusion Texture in other nomenclature.
  113018. */
  113019. ambientTexture: BaseTexture;
  113020. /**
  113021. * AKA Occlusion Texture Intensity in other nomenclature.
  113022. */
  113023. ambientTextureStrength: number;
  113024. /**
  113025. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113026. * 1 means it completely occludes it
  113027. * 0 mean it has no impact
  113028. */
  113029. ambientTextureImpactOnAnalyticalLights: number;
  113030. /**
  113031. * Stores the alpha values in a texture.
  113032. */
  113033. opacityTexture: BaseTexture;
  113034. /**
  113035. * Stores the reflection values in a texture.
  113036. */
  113037. reflectionTexture: Nullable<BaseTexture>;
  113038. /**
  113039. * Stores the emissive values in a texture.
  113040. */
  113041. emissiveTexture: BaseTexture;
  113042. /**
  113043. * AKA Specular texture in other nomenclature.
  113044. */
  113045. reflectivityTexture: BaseTexture;
  113046. /**
  113047. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113048. */
  113049. metallicTexture: BaseTexture;
  113050. /**
  113051. * Specifies the metallic scalar of the metallic/roughness workflow.
  113052. * Can also be used to scale the metalness values of the metallic texture.
  113053. */
  113054. metallic: Nullable<number>;
  113055. /**
  113056. * Specifies the roughness scalar of the metallic/roughness workflow.
  113057. * Can also be used to scale the roughness values of the metallic texture.
  113058. */
  113059. roughness: Nullable<number>;
  113060. /**
  113061. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113062. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113063. */
  113064. microSurfaceTexture: BaseTexture;
  113065. /**
  113066. * Stores surface normal data used to displace a mesh in a texture.
  113067. */
  113068. bumpTexture: BaseTexture;
  113069. /**
  113070. * Stores the pre-calculated light information of a mesh in a texture.
  113071. */
  113072. lightmapTexture: BaseTexture;
  113073. /**
  113074. * Stores the refracted light information in a texture.
  113075. */
  113076. refractionTexture: Nullable<BaseTexture>;
  113077. /**
  113078. * The color of a material in ambient lighting.
  113079. */
  113080. ambientColor: Color3;
  113081. /**
  113082. * AKA Diffuse Color in other nomenclature.
  113083. */
  113084. albedoColor: Color3;
  113085. /**
  113086. * AKA Specular Color in other nomenclature.
  113087. */
  113088. reflectivityColor: Color3;
  113089. /**
  113090. * The color reflected from the material.
  113091. */
  113092. reflectionColor: Color3;
  113093. /**
  113094. * The color emitted from the material.
  113095. */
  113096. emissiveColor: Color3;
  113097. /**
  113098. * AKA Glossiness in other nomenclature.
  113099. */
  113100. microSurface: number;
  113101. /**
  113102. * source material index of refraction (IOR)' / 'destination material IOR.
  113103. */
  113104. indexOfRefraction: number;
  113105. /**
  113106. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113107. */
  113108. invertRefractionY: boolean;
  113109. /**
  113110. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113111. * Materials half opaque for instance using refraction could benefit from this control.
  113112. */
  113113. linkRefractionWithTransparency: boolean;
  113114. /**
  113115. * If true, the light map contains occlusion information instead of lighting info.
  113116. */
  113117. useLightmapAsShadowmap: boolean;
  113118. /**
  113119. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113120. */
  113121. useAlphaFromAlbedoTexture: boolean;
  113122. /**
  113123. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113124. */
  113125. forceAlphaTest: boolean;
  113126. /**
  113127. * Defines the alpha limits in alpha test mode.
  113128. */
  113129. alphaCutOff: number;
  113130. /**
  113131. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113132. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113133. */
  113134. useSpecularOverAlpha: boolean;
  113135. /**
  113136. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113137. */
  113138. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113139. /**
  113140. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113141. */
  113142. useRoughnessFromMetallicTextureAlpha: boolean;
  113143. /**
  113144. * Specifies if the metallic texture contains the roughness information in its green channel.
  113145. */
  113146. useRoughnessFromMetallicTextureGreen: boolean;
  113147. /**
  113148. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113149. */
  113150. useMetallnessFromMetallicTextureBlue: boolean;
  113151. /**
  113152. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113153. */
  113154. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113155. /**
  113156. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113157. */
  113158. useAmbientInGrayScale: boolean;
  113159. /**
  113160. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113161. * The material will try to infer what glossiness each pixel should be.
  113162. */
  113163. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113164. /**
  113165. * BJS is using an harcoded light falloff based on a manually sets up range.
  113166. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113167. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113168. */
  113169. /**
  113170. * BJS is using an harcoded light falloff based on a manually sets up range.
  113171. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113172. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113173. */
  113174. usePhysicalLightFalloff: boolean;
  113175. /**
  113176. * In order to support the falloff compatibility with gltf, a special mode has been added
  113177. * to reproduce the gltf light falloff.
  113178. */
  113179. /**
  113180. * In order to support the falloff compatibility with gltf, a special mode has been added
  113181. * to reproduce the gltf light falloff.
  113182. */
  113183. useGLTFLightFalloff: boolean;
  113184. /**
  113185. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113186. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113187. */
  113188. useRadianceOverAlpha: boolean;
  113189. /**
  113190. * Allows using an object space normal map (instead of tangent space).
  113191. */
  113192. useObjectSpaceNormalMap: boolean;
  113193. /**
  113194. * Allows using the bump map in parallax mode.
  113195. */
  113196. useParallax: boolean;
  113197. /**
  113198. * Allows using the bump map in parallax occlusion mode.
  113199. */
  113200. useParallaxOcclusion: boolean;
  113201. /**
  113202. * Controls the scale bias of the parallax mode.
  113203. */
  113204. parallaxScaleBias: number;
  113205. /**
  113206. * If sets to true, disables all the lights affecting the material.
  113207. */
  113208. disableLighting: boolean;
  113209. /**
  113210. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113211. */
  113212. forceIrradianceInFragment: boolean;
  113213. /**
  113214. * Number of Simultaneous lights allowed on the material.
  113215. */
  113216. maxSimultaneousLights: number;
  113217. /**
  113218. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113219. */
  113220. invertNormalMapX: boolean;
  113221. /**
  113222. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113223. */
  113224. invertNormalMapY: boolean;
  113225. /**
  113226. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113227. */
  113228. twoSidedLighting: boolean;
  113229. /**
  113230. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113231. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113232. */
  113233. useAlphaFresnel: boolean;
  113234. /**
  113235. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113236. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113237. */
  113238. useLinearAlphaFresnel: boolean;
  113239. /**
  113240. * Let user defines the brdf lookup texture used for IBL.
  113241. * A default 8bit version is embedded but you could point at :
  113242. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113243. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113244. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113245. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113246. */
  113247. environmentBRDFTexture: Nullable<BaseTexture>;
  113248. /**
  113249. * Force normal to face away from face.
  113250. */
  113251. forceNormalForward: boolean;
  113252. /**
  113253. * Enables specular anti aliasing in the PBR shader.
  113254. * It will both interacts on the Geometry for analytical and IBL lighting.
  113255. * It also prefilter the roughness map based on the bump values.
  113256. */
  113257. enableSpecularAntiAliasing: boolean;
  113258. /**
  113259. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113260. * makes the reflect vector face the model (under horizon).
  113261. */
  113262. useHorizonOcclusion: boolean;
  113263. /**
  113264. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113265. * too much the area relying on ambient texture to define their ambient occlusion.
  113266. */
  113267. useRadianceOcclusion: boolean;
  113268. /**
  113269. * If set to true, no lighting calculations will be applied.
  113270. */
  113271. unlit: boolean;
  113272. /**
  113273. * Gets the image processing configuration used either in this material.
  113274. */
  113275. /**
  113276. * Sets the Default image processing configuration used either in the this material.
  113277. *
  113278. * If sets to null, the scene one is in use.
  113279. */
  113280. imageProcessingConfiguration: ImageProcessingConfiguration;
  113281. /**
  113282. * Gets wether the color curves effect is enabled.
  113283. */
  113284. /**
  113285. * Sets wether the color curves effect is enabled.
  113286. */
  113287. cameraColorCurvesEnabled: boolean;
  113288. /**
  113289. * Gets wether the color grading effect is enabled.
  113290. */
  113291. /**
  113292. * Gets wether the color grading effect is enabled.
  113293. */
  113294. cameraColorGradingEnabled: boolean;
  113295. /**
  113296. * Gets wether tonemapping is enabled or not.
  113297. */
  113298. /**
  113299. * Sets wether tonemapping is enabled or not
  113300. */
  113301. cameraToneMappingEnabled: boolean;
  113302. /**
  113303. * The camera exposure used on this material.
  113304. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113305. * This corresponds to a photographic exposure.
  113306. */
  113307. /**
  113308. * The camera exposure used on this material.
  113309. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113310. * This corresponds to a photographic exposure.
  113311. */
  113312. cameraExposure: number;
  113313. /**
  113314. * Gets The camera contrast used on this material.
  113315. */
  113316. /**
  113317. * Sets The camera contrast used on this material.
  113318. */
  113319. cameraContrast: number;
  113320. /**
  113321. * Gets the Color Grading 2D Lookup Texture.
  113322. */
  113323. /**
  113324. * Sets the Color Grading 2D Lookup Texture.
  113325. */
  113326. cameraColorGradingTexture: Nullable<BaseTexture>;
  113327. /**
  113328. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113329. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113330. * 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;
  113331. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113332. */
  113333. /**
  113334. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113335. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113336. * 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;
  113337. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113338. */
  113339. cameraColorCurves: Nullable<ColorCurves>;
  113340. /**
  113341. * Instantiates a new PBRMaterial instance.
  113342. *
  113343. * @param name The material name
  113344. * @param scene The scene the material will be use in.
  113345. */
  113346. constructor(name: string, scene: Scene);
  113347. /**
  113348. * Returns the name of this material class.
  113349. */
  113350. getClassName(): string;
  113351. /**
  113352. * Makes a duplicate of the current material.
  113353. * @param name - name to use for the new material.
  113354. */
  113355. clone(name: string): PBRMaterial;
  113356. /**
  113357. * Serializes this PBR Material.
  113358. * @returns - An object with the serialized material.
  113359. */
  113360. serialize(): any;
  113361. /**
  113362. * Parses a PBR Material from a serialized object.
  113363. * @param source - Serialized object.
  113364. * @param scene - BJS scene instance.
  113365. * @param rootUrl - url for the scene object
  113366. * @returns - PBRMaterial
  113367. */
  113368. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113369. }
  113370. }
  113371. declare module BABYLON {
  113372. /**
  113373. * Direct draw surface info
  113374. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113375. */
  113376. export interface DDSInfo {
  113377. /**
  113378. * Width of the texture
  113379. */
  113380. width: number;
  113381. /**
  113382. * Width of the texture
  113383. */
  113384. height: number;
  113385. /**
  113386. * Number of Mipmaps for the texture
  113387. * @see https://en.wikipedia.org/wiki/Mipmap
  113388. */
  113389. mipmapCount: number;
  113390. /**
  113391. * If the textures format is a known fourCC format
  113392. * @see https://www.fourcc.org/
  113393. */
  113394. isFourCC: boolean;
  113395. /**
  113396. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113397. */
  113398. isRGB: boolean;
  113399. /**
  113400. * If the texture is a lumincance format
  113401. */
  113402. isLuminance: boolean;
  113403. /**
  113404. * If this is a cube texture
  113405. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113406. */
  113407. isCube: boolean;
  113408. /**
  113409. * If the texture is a compressed format eg. FOURCC_DXT1
  113410. */
  113411. isCompressed: boolean;
  113412. /**
  113413. * The dxgiFormat of the texture
  113414. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113415. */
  113416. dxgiFormat: number;
  113417. /**
  113418. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113419. */
  113420. textureType: number;
  113421. /**
  113422. * Sphericle polynomial created for the dds texture
  113423. */
  113424. sphericalPolynomial?: SphericalPolynomial;
  113425. }
  113426. /**
  113427. * Class used to provide DDS decompression tools
  113428. */
  113429. export class DDSTools {
  113430. /**
  113431. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113432. */
  113433. static StoreLODInAlphaChannel: boolean;
  113434. /**
  113435. * Gets DDS information from an array buffer
  113436. * @param arrayBuffer defines the array buffer to read data from
  113437. * @returns the DDS information
  113438. */
  113439. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113440. private static _FloatView;
  113441. private static _Int32View;
  113442. private static _ToHalfFloat;
  113443. private static _FromHalfFloat;
  113444. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113445. private static _GetHalfFloatRGBAArrayBuffer;
  113446. private static _GetFloatRGBAArrayBuffer;
  113447. private static _GetFloatAsUIntRGBAArrayBuffer;
  113448. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113449. private static _GetRGBAArrayBuffer;
  113450. private static _ExtractLongWordOrder;
  113451. private static _GetRGBArrayBuffer;
  113452. private static _GetLuminanceArrayBuffer;
  113453. /**
  113454. * Uploads DDS Levels to a Babylon Texture
  113455. * @hidden
  113456. */
  113457. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113458. }
  113459. interface Engine {
  113460. /**
  113461. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113462. * @param rootUrl defines the url where the file to load is located
  113463. * @param scene defines the current scene
  113464. * @param lodScale defines scale to apply to the mip map selection
  113465. * @param lodOffset defines offset to apply to the mip map selection
  113466. * @param onLoad defines an optional callback raised when the texture is loaded
  113467. * @param onError defines an optional callback raised if there is an issue to load the texture
  113468. * @param format defines the format of the data
  113469. * @param forcedExtension defines the extension to use to pick the right loader
  113470. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113471. * @returns the cube texture as an InternalTexture
  113472. */
  113473. 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;
  113474. }
  113475. }
  113476. declare module BABYLON {
  113477. /**
  113478. * Implementation of the DDS Texture Loader.
  113479. * @hidden
  113480. */
  113481. export class _DDSTextureLoader implements IInternalTextureLoader {
  113482. /**
  113483. * Defines wether the loader supports cascade loading the different faces.
  113484. */
  113485. readonly supportCascades: boolean;
  113486. /**
  113487. * This returns if the loader support the current file information.
  113488. * @param extension defines the file extension of the file being loaded
  113489. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113490. * @param fallback defines the fallback internal texture if any
  113491. * @param isBase64 defines whether the texture is encoded as a base64
  113492. * @param isBuffer defines whether the texture data are stored as a buffer
  113493. * @returns true if the loader can load the specified file
  113494. */
  113495. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113496. /**
  113497. * Transform the url before loading if required.
  113498. * @param rootUrl the url of the texture
  113499. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113500. * @returns the transformed texture
  113501. */
  113502. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113503. /**
  113504. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113505. * @param rootUrl the url of the texture
  113506. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113507. * @returns the fallback texture
  113508. */
  113509. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113510. /**
  113511. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113512. * @param data contains the texture data
  113513. * @param texture defines the BabylonJS internal texture
  113514. * @param createPolynomials will be true if polynomials have been requested
  113515. * @param onLoad defines the callback to trigger once the texture is ready
  113516. * @param onError defines the callback to trigger in case of error
  113517. */
  113518. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113519. /**
  113520. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113521. * @param data contains the texture data
  113522. * @param texture defines the BabylonJS internal texture
  113523. * @param callback defines the method to call once ready to upload
  113524. */
  113525. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113526. }
  113527. }
  113528. declare module BABYLON {
  113529. /**
  113530. * Implementation of the ENV Texture Loader.
  113531. * @hidden
  113532. */
  113533. export class _ENVTextureLoader implements IInternalTextureLoader {
  113534. /**
  113535. * Defines wether the loader supports cascade loading the different faces.
  113536. */
  113537. readonly supportCascades: boolean;
  113538. /**
  113539. * This returns if the loader support the current file information.
  113540. * @param extension defines the file extension of the file being loaded
  113541. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113542. * @param fallback defines the fallback internal texture if any
  113543. * @param isBase64 defines whether the texture is encoded as a base64
  113544. * @param isBuffer defines whether the texture data are stored as a buffer
  113545. * @returns true if the loader can load the specified file
  113546. */
  113547. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113548. /**
  113549. * Transform the url before loading if required.
  113550. * @param rootUrl the url of the texture
  113551. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113552. * @returns the transformed texture
  113553. */
  113554. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113555. /**
  113556. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113557. * @param rootUrl the url of the texture
  113558. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113559. * @returns the fallback texture
  113560. */
  113561. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113562. /**
  113563. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113564. * @param data contains the texture data
  113565. * @param texture defines the BabylonJS internal texture
  113566. * @param createPolynomials will be true if polynomials have been requested
  113567. * @param onLoad defines the callback to trigger once the texture is ready
  113568. * @param onError defines the callback to trigger in case of error
  113569. */
  113570. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113571. /**
  113572. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113573. * @param data contains the texture data
  113574. * @param texture defines the BabylonJS internal texture
  113575. * @param callback defines the method to call once ready to upload
  113576. */
  113577. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113578. }
  113579. }
  113580. declare module BABYLON {
  113581. /**
  113582. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113583. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113584. */
  113585. export class KhronosTextureContainer {
  113586. /** contents of the KTX container file */
  113587. arrayBuffer: any;
  113588. private static HEADER_LEN;
  113589. private static COMPRESSED_2D;
  113590. private static COMPRESSED_3D;
  113591. private static TEX_2D;
  113592. private static TEX_3D;
  113593. /**
  113594. * Gets the openGL type
  113595. */
  113596. glType: number;
  113597. /**
  113598. * Gets the openGL type size
  113599. */
  113600. glTypeSize: number;
  113601. /**
  113602. * Gets the openGL format
  113603. */
  113604. glFormat: number;
  113605. /**
  113606. * Gets the openGL internal format
  113607. */
  113608. glInternalFormat: number;
  113609. /**
  113610. * Gets the base internal format
  113611. */
  113612. glBaseInternalFormat: number;
  113613. /**
  113614. * Gets image width in pixel
  113615. */
  113616. pixelWidth: number;
  113617. /**
  113618. * Gets image height in pixel
  113619. */
  113620. pixelHeight: number;
  113621. /**
  113622. * Gets image depth in pixels
  113623. */
  113624. pixelDepth: number;
  113625. /**
  113626. * Gets the number of array elements
  113627. */
  113628. numberOfArrayElements: number;
  113629. /**
  113630. * Gets the number of faces
  113631. */
  113632. numberOfFaces: number;
  113633. /**
  113634. * Gets the number of mipmap levels
  113635. */
  113636. numberOfMipmapLevels: number;
  113637. /**
  113638. * Gets the bytes of key value data
  113639. */
  113640. bytesOfKeyValueData: number;
  113641. /**
  113642. * Gets the load type
  113643. */
  113644. loadType: number;
  113645. /**
  113646. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113647. */
  113648. isInvalid: boolean;
  113649. /**
  113650. * Creates a new KhronosTextureContainer
  113651. * @param arrayBuffer contents of the KTX container file
  113652. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113653. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113654. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113655. */
  113656. constructor(
  113657. /** contents of the KTX container file */
  113658. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113659. /**
  113660. * Uploads KTX content to a Babylon Texture.
  113661. * It is assumed that the texture has already been created & is currently bound
  113662. * @hidden
  113663. */
  113664. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113665. private _upload2DCompressedLevels;
  113666. }
  113667. }
  113668. declare module BABYLON {
  113669. /**
  113670. * Implementation of the KTX Texture Loader.
  113671. * @hidden
  113672. */
  113673. export class _KTXTextureLoader implements IInternalTextureLoader {
  113674. /**
  113675. * Defines wether the loader supports cascade loading the different faces.
  113676. */
  113677. readonly supportCascades: boolean;
  113678. /**
  113679. * This returns if the loader support the current file information.
  113680. * @param extension defines the file extension of the file being loaded
  113681. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113682. * @param fallback defines the fallback internal texture if any
  113683. * @param isBase64 defines whether the texture is encoded as a base64
  113684. * @param isBuffer defines whether the texture data are stored as a buffer
  113685. * @returns true if the loader can load the specified file
  113686. */
  113687. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113688. /**
  113689. * Transform the url before loading if required.
  113690. * @param rootUrl the url of the texture
  113691. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113692. * @returns the transformed texture
  113693. */
  113694. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113695. /**
  113696. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113697. * @param rootUrl the url of the texture
  113698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113699. * @returns the fallback texture
  113700. */
  113701. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113702. /**
  113703. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113704. * @param data contains the texture data
  113705. * @param texture defines the BabylonJS internal texture
  113706. * @param createPolynomials will be true if polynomials have been requested
  113707. * @param onLoad defines the callback to trigger once the texture is ready
  113708. * @param onError defines the callback to trigger in case of error
  113709. */
  113710. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113711. /**
  113712. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113713. * @param data contains the texture data
  113714. * @param texture defines the BabylonJS internal texture
  113715. * @param callback defines the method to call once ready to upload
  113716. */
  113717. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113718. }
  113719. }
  113720. declare module BABYLON {
  113721. /**
  113722. * Options for the default xr helper
  113723. */
  113724. export class WebXRDefaultExperienceOptions {
  113725. /**
  113726. * Floor meshes that should be used for teleporting
  113727. */
  113728. floorMeshes: Array<AbstractMesh>;
  113729. }
  113730. /**
  113731. * Default experience which provides a similar setup to the previous webVRExperience
  113732. */
  113733. export class WebXRDefaultExperience {
  113734. /**
  113735. * Base experience
  113736. */
  113737. baseExperience: WebXRExperienceHelper;
  113738. /**
  113739. * Input experience extension
  113740. */
  113741. input: WebXRInput;
  113742. /**
  113743. * Loads the controller models
  113744. */
  113745. controllerModelLoader: WebXRControllerModelLoader;
  113746. /**
  113747. * Enables laser pointer and selection
  113748. */
  113749. pointerSelection: WebXRControllerPointerSelection;
  113750. /**
  113751. * Enables teleportation
  113752. */
  113753. teleportation: WebXRControllerTeleportation;
  113754. /**
  113755. * Enables ui for enetering/exiting xr
  113756. */
  113757. enterExitUI: WebXREnterExitUI;
  113758. /**
  113759. * Default output canvas xr should render to
  113760. */
  113761. outputCanvas: WebXRManagedOutputCanvas;
  113762. /**
  113763. * Creates the default xr experience
  113764. * @param scene scene
  113765. * @param options options for basic configuration
  113766. * @returns resulting WebXRDefaultExperience
  113767. */
  113768. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113769. private constructor();
  113770. /**
  113771. * DIsposes of the experience helper
  113772. */
  113773. dispose(): void;
  113774. }
  113775. }
  113776. declare module BABYLON {
  113777. /** @hidden */
  113778. export var _forceSceneHelpersToBundle: boolean;
  113779. interface Scene {
  113780. /**
  113781. * Creates a default light for the scene.
  113782. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  113783. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  113784. */
  113785. createDefaultLight(replace?: boolean): void;
  113786. /**
  113787. * Creates a default camera for the scene.
  113788. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  113789. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113790. * @param replace has default false, when true replaces the active camera in the scene
  113791. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  113792. */
  113793. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113794. /**
  113795. * Creates a default camera and a default light.
  113796. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  113797. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113798. * @param replace has the default false, when true replaces the active camera/light in the scene
  113799. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  113800. */
  113801. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113802. /**
  113803. * Creates a new sky box
  113804. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  113805. * @param environmentTexture defines the texture to use as environment texture
  113806. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  113807. * @param scale defines the overall scale of the skybox
  113808. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  113809. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  113810. * @returns a new mesh holding the sky box
  113811. */
  113812. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  113813. /**
  113814. * Creates a new environment
  113815. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  113816. * @param options defines the options you can use to configure the environment
  113817. * @returns the new EnvironmentHelper
  113818. */
  113819. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  113820. /**
  113821. * Creates a new VREXperienceHelper
  113822. * @see http://doc.babylonjs.com/how_to/webvr_helper
  113823. * @param webVROptions defines the options used to create the new VREXperienceHelper
  113824. * @returns a new VREXperienceHelper
  113825. */
  113826. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  113827. /**
  113828. * Creates a new WebXRDefaultExperience
  113829. * @see http://doc.babylonjs.com/how_to/webxr
  113830. * @param options experience options
  113831. * @returns a promise for a new WebXRDefaultExperience
  113832. */
  113833. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113834. }
  113835. }
  113836. declare module BABYLON {
  113837. /**
  113838. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  113839. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  113840. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  113841. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113842. */
  113843. export class VideoDome extends TransformNode {
  113844. /**
  113845. * Define the video source as a Monoscopic panoramic 360 video.
  113846. */
  113847. static readonly MODE_MONOSCOPIC: number;
  113848. /**
  113849. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113850. */
  113851. static readonly MODE_TOPBOTTOM: number;
  113852. /**
  113853. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113854. */
  113855. static readonly MODE_SIDEBYSIDE: number;
  113856. private _halfDome;
  113857. private _useDirectMapping;
  113858. /**
  113859. * The video texture being displayed on the sphere
  113860. */
  113861. protected _videoTexture: VideoTexture;
  113862. /**
  113863. * Gets the video texture being displayed on the sphere
  113864. */
  113865. readonly videoTexture: VideoTexture;
  113866. /**
  113867. * The skybox material
  113868. */
  113869. protected _material: BackgroundMaterial;
  113870. /**
  113871. * The surface used for the skybox
  113872. */
  113873. protected _mesh: Mesh;
  113874. /**
  113875. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  113876. */
  113877. private _halfDomeMask;
  113878. /**
  113879. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113880. * Also see the options.resolution property.
  113881. */
  113882. fovMultiplier: number;
  113883. private _videoMode;
  113884. /**
  113885. * Gets or set the current video mode for the video. It can be:
  113886. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  113887. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113888. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113889. */
  113890. videoMode: number;
  113891. /**
  113892. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  113893. *
  113894. */
  113895. /**
  113896. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  113897. */
  113898. halfDome: boolean;
  113899. /**
  113900. * Oberserver used in Stereoscopic VR Mode.
  113901. */
  113902. private _onBeforeCameraRenderObserver;
  113903. /**
  113904. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  113905. * @param name Element's name, child elements will append suffixes for their own names.
  113906. * @param urlsOrVideo defines the url(s) or the video element to use
  113907. * @param options An object containing optional or exposed sub element properties
  113908. */
  113909. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  113910. resolution?: number;
  113911. clickToPlay?: boolean;
  113912. autoPlay?: boolean;
  113913. loop?: boolean;
  113914. size?: number;
  113915. poster?: string;
  113916. faceForward?: boolean;
  113917. useDirectMapping?: boolean;
  113918. halfDomeMode?: boolean;
  113919. }, scene: Scene);
  113920. private _changeVideoMode;
  113921. /**
  113922. * Releases resources associated with this node.
  113923. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  113924. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  113925. */
  113926. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  113927. }
  113928. }
  113929. declare module BABYLON {
  113930. /**
  113931. * This class can be used to get instrumentation data from a Babylon engine
  113932. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113933. */
  113934. export class EngineInstrumentation implements IDisposable {
  113935. /**
  113936. * Define the instrumented engine.
  113937. */
  113938. engine: Engine;
  113939. private _captureGPUFrameTime;
  113940. private _gpuFrameTimeToken;
  113941. private _gpuFrameTime;
  113942. private _captureShaderCompilationTime;
  113943. private _shaderCompilationTime;
  113944. private _onBeginFrameObserver;
  113945. private _onEndFrameObserver;
  113946. private _onBeforeShaderCompilationObserver;
  113947. private _onAfterShaderCompilationObserver;
  113948. /**
  113949. * Gets the perf counter used for GPU frame time
  113950. */
  113951. readonly gpuFrameTimeCounter: PerfCounter;
  113952. /**
  113953. * Gets the GPU frame time capture status
  113954. */
  113955. /**
  113956. * Enable or disable the GPU frame time capture
  113957. */
  113958. captureGPUFrameTime: boolean;
  113959. /**
  113960. * Gets the perf counter used for shader compilation time
  113961. */
  113962. readonly shaderCompilationTimeCounter: PerfCounter;
  113963. /**
  113964. * Gets the shader compilation time capture status
  113965. */
  113966. /**
  113967. * Enable or disable the shader compilation time capture
  113968. */
  113969. captureShaderCompilationTime: boolean;
  113970. /**
  113971. * Instantiates a new engine instrumentation.
  113972. * This class can be used to get instrumentation data from a Babylon engine
  113973. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113974. * @param engine Defines the engine to instrument
  113975. */
  113976. constructor(
  113977. /**
  113978. * Define the instrumented engine.
  113979. */
  113980. engine: Engine);
  113981. /**
  113982. * Dispose and release associated resources.
  113983. */
  113984. dispose(): void;
  113985. }
  113986. }
  113987. declare module BABYLON {
  113988. /**
  113989. * This class can be used to get instrumentation data from a Babylon engine
  113990. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113991. */
  113992. export class SceneInstrumentation implements IDisposable {
  113993. /**
  113994. * Defines the scene to instrument
  113995. */
  113996. scene: Scene;
  113997. private _captureActiveMeshesEvaluationTime;
  113998. private _activeMeshesEvaluationTime;
  113999. private _captureRenderTargetsRenderTime;
  114000. private _renderTargetsRenderTime;
  114001. private _captureFrameTime;
  114002. private _frameTime;
  114003. private _captureRenderTime;
  114004. private _renderTime;
  114005. private _captureInterFrameTime;
  114006. private _interFrameTime;
  114007. private _captureParticlesRenderTime;
  114008. private _particlesRenderTime;
  114009. private _captureSpritesRenderTime;
  114010. private _spritesRenderTime;
  114011. private _capturePhysicsTime;
  114012. private _physicsTime;
  114013. private _captureAnimationsTime;
  114014. private _animationsTime;
  114015. private _captureCameraRenderTime;
  114016. private _cameraRenderTime;
  114017. private _onBeforeActiveMeshesEvaluationObserver;
  114018. private _onAfterActiveMeshesEvaluationObserver;
  114019. private _onBeforeRenderTargetsRenderObserver;
  114020. private _onAfterRenderTargetsRenderObserver;
  114021. private _onAfterRenderObserver;
  114022. private _onBeforeDrawPhaseObserver;
  114023. private _onAfterDrawPhaseObserver;
  114024. private _onBeforeAnimationsObserver;
  114025. private _onBeforeParticlesRenderingObserver;
  114026. private _onAfterParticlesRenderingObserver;
  114027. private _onBeforeSpritesRenderingObserver;
  114028. private _onAfterSpritesRenderingObserver;
  114029. private _onBeforePhysicsObserver;
  114030. private _onAfterPhysicsObserver;
  114031. private _onAfterAnimationsObserver;
  114032. private _onBeforeCameraRenderObserver;
  114033. private _onAfterCameraRenderObserver;
  114034. /**
  114035. * Gets the perf counter used for active meshes evaluation time
  114036. */
  114037. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114038. /**
  114039. * Gets the active meshes evaluation time capture status
  114040. */
  114041. /**
  114042. * Enable or disable the active meshes evaluation time capture
  114043. */
  114044. captureActiveMeshesEvaluationTime: boolean;
  114045. /**
  114046. * Gets the perf counter used for render targets render time
  114047. */
  114048. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114049. /**
  114050. * Gets the render targets render time capture status
  114051. */
  114052. /**
  114053. * Enable or disable the render targets render time capture
  114054. */
  114055. captureRenderTargetsRenderTime: boolean;
  114056. /**
  114057. * Gets the perf counter used for particles render time
  114058. */
  114059. readonly particlesRenderTimeCounter: PerfCounter;
  114060. /**
  114061. * Gets the particles render time capture status
  114062. */
  114063. /**
  114064. * Enable or disable the particles render time capture
  114065. */
  114066. captureParticlesRenderTime: boolean;
  114067. /**
  114068. * Gets the perf counter used for sprites render time
  114069. */
  114070. readonly spritesRenderTimeCounter: PerfCounter;
  114071. /**
  114072. * Gets the sprites render time capture status
  114073. */
  114074. /**
  114075. * Enable or disable the sprites render time capture
  114076. */
  114077. captureSpritesRenderTime: boolean;
  114078. /**
  114079. * Gets the perf counter used for physics time
  114080. */
  114081. readonly physicsTimeCounter: PerfCounter;
  114082. /**
  114083. * Gets the physics time capture status
  114084. */
  114085. /**
  114086. * Enable or disable the physics time capture
  114087. */
  114088. capturePhysicsTime: boolean;
  114089. /**
  114090. * Gets the perf counter used for animations time
  114091. */
  114092. readonly animationsTimeCounter: PerfCounter;
  114093. /**
  114094. * Gets the animations time capture status
  114095. */
  114096. /**
  114097. * Enable or disable the animations time capture
  114098. */
  114099. captureAnimationsTime: boolean;
  114100. /**
  114101. * Gets the perf counter used for frame time capture
  114102. */
  114103. readonly frameTimeCounter: PerfCounter;
  114104. /**
  114105. * Gets the frame time capture status
  114106. */
  114107. /**
  114108. * Enable or disable the frame time capture
  114109. */
  114110. captureFrameTime: boolean;
  114111. /**
  114112. * Gets the perf counter used for inter-frames time capture
  114113. */
  114114. readonly interFrameTimeCounter: PerfCounter;
  114115. /**
  114116. * Gets the inter-frames time capture status
  114117. */
  114118. /**
  114119. * Enable or disable the inter-frames time capture
  114120. */
  114121. captureInterFrameTime: boolean;
  114122. /**
  114123. * Gets the perf counter used for render time capture
  114124. */
  114125. readonly renderTimeCounter: PerfCounter;
  114126. /**
  114127. * Gets the render time capture status
  114128. */
  114129. /**
  114130. * Enable or disable the render time capture
  114131. */
  114132. captureRenderTime: boolean;
  114133. /**
  114134. * Gets the perf counter used for camera render time capture
  114135. */
  114136. readonly cameraRenderTimeCounter: PerfCounter;
  114137. /**
  114138. * Gets the camera render time capture status
  114139. */
  114140. /**
  114141. * Enable or disable the camera render time capture
  114142. */
  114143. captureCameraRenderTime: boolean;
  114144. /**
  114145. * Gets the perf counter used for draw calls
  114146. */
  114147. readonly drawCallsCounter: PerfCounter;
  114148. /**
  114149. * Instantiates a new scene instrumentation.
  114150. * This class can be used to get instrumentation data from a Babylon engine
  114151. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114152. * @param scene Defines the scene to instrument
  114153. */
  114154. constructor(
  114155. /**
  114156. * Defines the scene to instrument
  114157. */
  114158. scene: Scene);
  114159. /**
  114160. * Dispose and release associated resources.
  114161. */
  114162. dispose(): void;
  114163. }
  114164. }
  114165. declare module BABYLON {
  114166. /** @hidden */
  114167. export var glowMapGenerationPixelShader: {
  114168. name: string;
  114169. shader: string;
  114170. };
  114171. }
  114172. declare module BABYLON {
  114173. /** @hidden */
  114174. export var glowMapGenerationVertexShader: {
  114175. name: string;
  114176. shader: string;
  114177. };
  114178. }
  114179. declare module BABYLON {
  114180. /**
  114181. * Effect layer options. This helps customizing the behaviour
  114182. * of the effect layer.
  114183. */
  114184. export interface IEffectLayerOptions {
  114185. /**
  114186. * Multiplication factor apply to the canvas size to compute the render target size
  114187. * used to generated the objects (the smaller the faster).
  114188. */
  114189. mainTextureRatio: number;
  114190. /**
  114191. * Enforces a fixed size texture to ensure effect stability across devices.
  114192. */
  114193. mainTextureFixedSize?: number;
  114194. /**
  114195. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114196. */
  114197. alphaBlendingMode: number;
  114198. /**
  114199. * The camera attached to the layer.
  114200. */
  114201. camera: Nullable<Camera>;
  114202. /**
  114203. * The rendering group to draw the layer in.
  114204. */
  114205. renderingGroupId: number;
  114206. }
  114207. /**
  114208. * The effect layer Helps adding post process effect blended with the main pass.
  114209. *
  114210. * This can be for instance use to generate glow or higlight effects on the scene.
  114211. *
  114212. * The effect layer class can not be used directly and is intented to inherited from to be
  114213. * customized per effects.
  114214. */
  114215. export abstract class EffectLayer {
  114216. private _vertexBuffers;
  114217. private _indexBuffer;
  114218. private _cachedDefines;
  114219. private _effectLayerMapGenerationEffect;
  114220. private _effectLayerOptions;
  114221. private _mergeEffect;
  114222. protected _scene: Scene;
  114223. protected _engine: Engine;
  114224. protected _maxSize: number;
  114225. protected _mainTextureDesiredSize: ISize;
  114226. protected _mainTexture: RenderTargetTexture;
  114227. protected _shouldRender: boolean;
  114228. protected _postProcesses: PostProcess[];
  114229. protected _textures: BaseTexture[];
  114230. protected _emissiveTextureAndColor: {
  114231. texture: Nullable<BaseTexture>;
  114232. color: Color4;
  114233. };
  114234. /**
  114235. * The name of the layer
  114236. */
  114237. name: string;
  114238. /**
  114239. * The clear color of the texture used to generate the glow map.
  114240. */
  114241. neutralColor: Color4;
  114242. /**
  114243. * Specifies wether the highlight layer is enabled or not.
  114244. */
  114245. isEnabled: boolean;
  114246. /**
  114247. * Gets the camera attached to the layer.
  114248. */
  114249. readonly camera: Nullable<Camera>;
  114250. /**
  114251. * Gets the rendering group id the layer should render in.
  114252. */
  114253. renderingGroupId: number;
  114254. /**
  114255. * An event triggered when the effect layer has been disposed.
  114256. */
  114257. onDisposeObservable: Observable<EffectLayer>;
  114258. /**
  114259. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114260. */
  114261. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114262. /**
  114263. * An event triggered when the generated texture is being merged in the scene.
  114264. */
  114265. onBeforeComposeObservable: Observable<EffectLayer>;
  114266. /**
  114267. * An event triggered when the generated texture has been merged in the scene.
  114268. */
  114269. onAfterComposeObservable: Observable<EffectLayer>;
  114270. /**
  114271. * An event triggered when the efffect layer changes its size.
  114272. */
  114273. onSizeChangedObservable: Observable<EffectLayer>;
  114274. /** @hidden */
  114275. static _SceneComponentInitialization: (scene: Scene) => void;
  114276. /**
  114277. * Instantiates a new effect Layer and references it in the scene.
  114278. * @param name The name of the layer
  114279. * @param scene The scene to use the layer in
  114280. */
  114281. constructor(
  114282. /** The Friendly of the effect in the scene */
  114283. name: string, scene: Scene);
  114284. /**
  114285. * Get the effect name of the layer.
  114286. * @return The effect name
  114287. */
  114288. abstract getEffectName(): string;
  114289. /**
  114290. * Checks for the readiness of the element composing the layer.
  114291. * @param subMesh the mesh to check for
  114292. * @param useInstances specify wether or not to use instances to render the mesh
  114293. * @return true if ready otherwise, false
  114294. */
  114295. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114296. /**
  114297. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114298. * @returns true if the effect requires stencil during the main canvas render pass.
  114299. */
  114300. abstract needStencil(): boolean;
  114301. /**
  114302. * Create the merge effect. This is the shader use to blit the information back
  114303. * to the main canvas at the end of the scene rendering.
  114304. * @returns The effect containing the shader used to merge the effect on the main canvas
  114305. */
  114306. protected abstract _createMergeEffect(): Effect;
  114307. /**
  114308. * Creates the render target textures and post processes used in the effect layer.
  114309. */
  114310. protected abstract _createTextureAndPostProcesses(): void;
  114311. /**
  114312. * Implementation specific of rendering the generating effect on the main canvas.
  114313. * @param effect The effect used to render through
  114314. */
  114315. protected abstract _internalRender(effect: Effect): void;
  114316. /**
  114317. * Sets the required values for both the emissive texture and and the main color.
  114318. */
  114319. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114320. /**
  114321. * Free any resources and references associated to a mesh.
  114322. * Internal use
  114323. * @param mesh The mesh to free.
  114324. */
  114325. abstract _disposeMesh(mesh: Mesh): void;
  114326. /**
  114327. * Serializes this layer (Glow or Highlight for example)
  114328. * @returns a serialized layer object
  114329. */
  114330. abstract serialize?(): any;
  114331. /**
  114332. * Initializes the effect layer with the required options.
  114333. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114334. */
  114335. protected _init(options: Partial<IEffectLayerOptions>): void;
  114336. /**
  114337. * Generates the index buffer of the full screen quad blending to the main canvas.
  114338. */
  114339. private _generateIndexBuffer;
  114340. /**
  114341. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114342. */
  114343. private _generateVertexBuffer;
  114344. /**
  114345. * Sets the main texture desired size which is the closest power of two
  114346. * of the engine canvas size.
  114347. */
  114348. private _setMainTextureSize;
  114349. /**
  114350. * Creates the main texture for the effect layer.
  114351. */
  114352. protected _createMainTexture(): void;
  114353. /**
  114354. * Adds specific effects defines.
  114355. * @param defines The defines to add specifics to.
  114356. */
  114357. protected _addCustomEffectDefines(defines: string[]): void;
  114358. /**
  114359. * Checks for the readiness of the element composing the layer.
  114360. * @param subMesh the mesh to check for
  114361. * @param useInstances specify wether or not to use instances to render the mesh
  114362. * @param emissiveTexture the associated emissive texture used to generate the glow
  114363. * @return true if ready otherwise, false
  114364. */
  114365. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114366. /**
  114367. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114368. */
  114369. render(): void;
  114370. /**
  114371. * Determine if a given mesh will be used in the current effect.
  114372. * @param mesh mesh to test
  114373. * @returns true if the mesh will be used
  114374. */
  114375. hasMesh(mesh: AbstractMesh): boolean;
  114376. /**
  114377. * Returns true if the layer contains information to display, otherwise false.
  114378. * @returns true if the glow layer should be rendered
  114379. */
  114380. shouldRender(): boolean;
  114381. /**
  114382. * Returns true if the mesh should render, otherwise false.
  114383. * @param mesh The mesh to render
  114384. * @returns true if it should render otherwise false
  114385. */
  114386. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114387. /**
  114388. * Returns true if the mesh can be rendered, otherwise false.
  114389. * @param mesh The mesh to render
  114390. * @param material The material used on the mesh
  114391. * @returns true if it can be rendered otherwise false
  114392. */
  114393. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114394. /**
  114395. * Returns true if the mesh should render, otherwise false.
  114396. * @param mesh The mesh to render
  114397. * @returns true if it should render otherwise false
  114398. */
  114399. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114400. /**
  114401. * Renders the submesh passed in parameter to the generation map.
  114402. */
  114403. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114404. /**
  114405. * Rebuild the required buffers.
  114406. * @hidden Internal use only.
  114407. */
  114408. _rebuild(): void;
  114409. /**
  114410. * Dispose only the render target textures and post process.
  114411. */
  114412. private _disposeTextureAndPostProcesses;
  114413. /**
  114414. * Dispose the highlight layer and free resources.
  114415. */
  114416. dispose(): void;
  114417. /**
  114418. * Gets the class name of the effect layer
  114419. * @returns the string with the class name of the effect layer
  114420. */
  114421. getClassName(): string;
  114422. /**
  114423. * Creates an effect layer from parsed effect layer data
  114424. * @param parsedEffectLayer defines effect layer data
  114425. * @param scene defines the current scene
  114426. * @param rootUrl defines the root URL containing the effect layer information
  114427. * @returns a parsed effect Layer
  114428. */
  114429. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114430. }
  114431. }
  114432. declare module BABYLON {
  114433. interface AbstractScene {
  114434. /**
  114435. * The list of effect layers (highlights/glow) added to the scene
  114436. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114437. * @see http://doc.babylonjs.com/how_to/glow_layer
  114438. */
  114439. effectLayers: Array<EffectLayer>;
  114440. /**
  114441. * Removes the given effect layer from this scene.
  114442. * @param toRemove defines the effect layer to remove
  114443. * @returns the index of the removed effect layer
  114444. */
  114445. removeEffectLayer(toRemove: EffectLayer): number;
  114446. /**
  114447. * Adds the given effect layer to this scene
  114448. * @param newEffectLayer defines the effect layer to add
  114449. */
  114450. addEffectLayer(newEffectLayer: EffectLayer): void;
  114451. }
  114452. /**
  114453. * Defines the layer scene component responsible to manage any effect layers
  114454. * in a given scene.
  114455. */
  114456. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114457. /**
  114458. * The component name helpfull to identify the component in the list of scene components.
  114459. */
  114460. readonly name: string;
  114461. /**
  114462. * The scene the component belongs to.
  114463. */
  114464. scene: Scene;
  114465. private _engine;
  114466. private _renderEffects;
  114467. private _needStencil;
  114468. private _previousStencilState;
  114469. /**
  114470. * Creates a new instance of the component for the given scene
  114471. * @param scene Defines the scene to register the component in
  114472. */
  114473. constructor(scene: Scene);
  114474. /**
  114475. * Registers the component in a given scene
  114476. */
  114477. register(): void;
  114478. /**
  114479. * Rebuilds the elements related to this component in case of
  114480. * context lost for instance.
  114481. */
  114482. rebuild(): void;
  114483. /**
  114484. * Serializes the component data to the specified json object
  114485. * @param serializationObject The object to serialize to
  114486. */
  114487. serialize(serializationObject: any): void;
  114488. /**
  114489. * Adds all the elements from the container to the scene
  114490. * @param container the container holding the elements
  114491. */
  114492. addFromContainer(container: AbstractScene): void;
  114493. /**
  114494. * Removes all the elements in the container from the scene
  114495. * @param container contains the elements to remove
  114496. * @param dispose if the removed element should be disposed (default: false)
  114497. */
  114498. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114499. /**
  114500. * Disposes the component and the associated ressources.
  114501. */
  114502. dispose(): void;
  114503. private _isReadyForMesh;
  114504. private _renderMainTexture;
  114505. private _setStencil;
  114506. private _setStencilBack;
  114507. private _draw;
  114508. private _drawCamera;
  114509. private _drawRenderingGroup;
  114510. }
  114511. }
  114512. declare module BABYLON {
  114513. /** @hidden */
  114514. export var glowMapMergePixelShader: {
  114515. name: string;
  114516. shader: string;
  114517. };
  114518. }
  114519. declare module BABYLON {
  114520. /** @hidden */
  114521. export var glowMapMergeVertexShader: {
  114522. name: string;
  114523. shader: string;
  114524. };
  114525. }
  114526. declare module BABYLON {
  114527. interface AbstractScene {
  114528. /**
  114529. * Return a the first highlight layer of the scene with a given name.
  114530. * @param name The name of the highlight layer to look for.
  114531. * @return The highlight layer if found otherwise null.
  114532. */
  114533. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114534. }
  114535. /**
  114536. * Glow layer options. This helps customizing the behaviour
  114537. * of the glow layer.
  114538. */
  114539. export interface IGlowLayerOptions {
  114540. /**
  114541. * Multiplication factor apply to the canvas size to compute the render target size
  114542. * used to generated the glowing objects (the smaller the faster).
  114543. */
  114544. mainTextureRatio: number;
  114545. /**
  114546. * Enforces a fixed size texture to ensure resize independant blur.
  114547. */
  114548. mainTextureFixedSize?: number;
  114549. /**
  114550. * How big is the kernel of the blur texture.
  114551. */
  114552. blurKernelSize: number;
  114553. /**
  114554. * The camera attached to the layer.
  114555. */
  114556. camera: Nullable<Camera>;
  114557. /**
  114558. * Enable MSAA by chosing the number of samples.
  114559. */
  114560. mainTextureSamples?: number;
  114561. /**
  114562. * The rendering group to draw the layer in.
  114563. */
  114564. renderingGroupId: number;
  114565. }
  114566. /**
  114567. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114568. *
  114569. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114570. * glowy meshes to your scene.
  114571. *
  114572. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114573. */
  114574. export class GlowLayer extends EffectLayer {
  114575. /**
  114576. * Effect Name of the layer.
  114577. */
  114578. static readonly EffectName: string;
  114579. /**
  114580. * The default blur kernel size used for the glow.
  114581. */
  114582. static DefaultBlurKernelSize: number;
  114583. /**
  114584. * The default texture size ratio used for the glow.
  114585. */
  114586. static DefaultTextureRatio: number;
  114587. /**
  114588. * Sets the kernel size of the blur.
  114589. */
  114590. /**
  114591. * Gets the kernel size of the blur.
  114592. */
  114593. blurKernelSize: number;
  114594. /**
  114595. * Sets the glow intensity.
  114596. */
  114597. /**
  114598. * Gets the glow intensity.
  114599. */
  114600. intensity: number;
  114601. private _options;
  114602. private _intensity;
  114603. private _horizontalBlurPostprocess1;
  114604. private _verticalBlurPostprocess1;
  114605. private _horizontalBlurPostprocess2;
  114606. private _verticalBlurPostprocess2;
  114607. private _blurTexture1;
  114608. private _blurTexture2;
  114609. private _postProcesses1;
  114610. private _postProcesses2;
  114611. private _includedOnlyMeshes;
  114612. private _excludedMeshes;
  114613. /**
  114614. * Callback used to let the user override the color selection on a per mesh basis
  114615. */
  114616. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114617. /**
  114618. * Callback used to let the user override the texture selection on a per mesh basis
  114619. */
  114620. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114621. /**
  114622. * Instantiates a new glow Layer and references it to the scene.
  114623. * @param name The name of the layer
  114624. * @param scene The scene to use the layer in
  114625. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114626. */
  114627. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114628. /**
  114629. * Get the effect name of the layer.
  114630. * @return The effect name
  114631. */
  114632. getEffectName(): string;
  114633. /**
  114634. * Create the merge effect. This is the shader use to blit the information back
  114635. * to the main canvas at the end of the scene rendering.
  114636. */
  114637. protected _createMergeEffect(): Effect;
  114638. /**
  114639. * Creates the render target textures and post processes used in the glow layer.
  114640. */
  114641. protected _createTextureAndPostProcesses(): void;
  114642. /**
  114643. * Checks for the readiness of the element composing the layer.
  114644. * @param subMesh the mesh to check for
  114645. * @param useInstances specify wether or not to use instances to render the mesh
  114646. * @param emissiveTexture the associated emissive texture used to generate the glow
  114647. * @return true if ready otherwise, false
  114648. */
  114649. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114650. /**
  114651. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114652. */
  114653. needStencil(): boolean;
  114654. /**
  114655. * Returns true if the mesh can be rendered, otherwise false.
  114656. * @param mesh The mesh to render
  114657. * @param material The material used on the mesh
  114658. * @returns true if it can be rendered otherwise false
  114659. */
  114660. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114661. /**
  114662. * Implementation specific of rendering the generating effect on the main canvas.
  114663. * @param effect The effect used to render through
  114664. */
  114665. protected _internalRender(effect: Effect): void;
  114666. /**
  114667. * Sets the required values for both the emissive texture and and the main color.
  114668. */
  114669. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114670. /**
  114671. * Returns true if the mesh should render, otherwise false.
  114672. * @param mesh The mesh to render
  114673. * @returns true if it should render otherwise false
  114674. */
  114675. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114676. /**
  114677. * Adds specific effects defines.
  114678. * @param defines The defines to add specifics to.
  114679. */
  114680. protected _addCustomEffectDefines(defines: string[]): void;
  114681. /**
  114682. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114683. * @param mesh The mesh to exclude from the glow layer
  114684. */
  114685. addExcludedMesh(mesh: Mesh): void;
  114686. /**
  114687. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114688. * @param mesh The mesh to remove
  114689. */
  114690. removeExcludedMesh(mesh: Mesh): void;
  114691. /**
  114692. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114693. * @param mesh The mesh to include in the glow layer
  114694. */
  114695. addIncludedOnlyMesh(mesh: Mesh): void;
  114696. /**
  114697. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114698. * @param mesh The mesh to remove
  114699. */
  114700. removeIncludedOnlyMesh(mesh: Mesh): void;
  114701. /**
  114702. * Determine if a given mesh will be used in the glow layer
  114703. * @param mesh The mesh to test
  114704. * @returns true if the mesh will be highlighted by the current glow layer
  114705. */
  114706. hasMesh(mesh: AbstractMesh): boolean;
  114707. /**
  114708. * Free any resources and references associated to a mesh.
  114709. * Internal use
  114710. * @param mesh The mesh to free.
  114711. * @hidden
  114712. */
  114713. _disposeMesh(mesh: Mesh): void;
  114714. /**
  114715. * Gets the class name of the effect layer
  114716. * @returns the string with the class name of the effect layer
  114717. */
  114718. getClassName(): string;
  114719. /**
  114720. * Serializes this glow layer
  114721. * @returns a serialized glow layer object
  114722. */
  114723. serialize(): any;
  114724. /**
  114725. * Creates a Glow Layer from parsed glow layer data
  114726. * @param parsedGlowLayer defines glow layer data
  114727. * @param scene defines the current scene
  114728. * @param rootUrl defines the root URL containing the glow layer information
  114729. * @returns a parsed Glow Layer
  114730. */
  114731. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114732. }
  114733. }
  114734. declare module BABYLON {
  114735. /** @hidden */
  114736. export var glowBlurPostProcessPixelShader: {
  114737. name: string;
  114738. shader: string;
  114739. };
  114740. }
  114741. declare module BABYLON {
  114742. interface AbstractScene {
  114743. /**
  114744. * Return a the first highlight layer of the scene with a given name.
  114745. * @param name The name of the highlight layer to look for.
  114746. * @return The highlight layer if found otherwise null.
  114747. */
  114748. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114749. }
  114750. /**
  114751. * Highlight layer options. This helps customizing the behaviour
  114752. * of the highlight layer.
  114753. */
  114754. export interface IHighlightLayerOptions {
  114755. /**
  114756. * Multiplication factor apply to the canvas size to compute the render target size
  114757. * used to generated the glowing objects (the smaller the faster).
  114758. */
  114759. mainTextureRatio: number;
  114760. /**
  114761. * Enforces a fixed size texture to ensure resize independant blur.
  114762. */
  114763. mainTextureFixedSize?: number;
  114764. /**
  114765. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  114766. * of the picture to blur (the smaller the faster).
  114767. */
  114768. blurTextureSizeRatio: number;
  114769. /**
  114770. * How big in texel of the blur texture is the vertical blur.
  114771. */
  114772. blurVerticalSize: number;
  114773. /**
  114774. * How big in texel of the blur texture is the horizontal blur.
  114775. */
  114776. blurHorizontalSize: number;
  114777. /**
  114778. * Alpha blending mode used to apply the blur. Default is combine.
  114779. */
  114780. alphaBlendingMode: number;
  114781. /**
  114782. * The camera attached to the layer.
  114783. */
  114784. camera: Nullable<Camera>;
  114785. /**
  114786. * Should we display highlight as a solid stroke?
  114787. */
  114788. isStroke?: boolean;
  114789. /**
  114790. * The rendering group to draw the layer in.
  114791. */
  114792. renderingGroupId: number;
  114793. }
  114794. /**
  114795. * The highlight layer Helps adding a glow effect around a mesh.
  114796. *
  114797. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114798. * glowy meshes to your scene.
  114799. *
  114800. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  114801. */
  114802. export class HighlightLayer extends EffectLayer {
  114803. name: string;
  114804. /**
  114805. * Effect Name of the highlight layer.
  114806. */
  114807. static readonly EffectName: string;
  114808. /**
  114809. * The neutral color used during the preparation of the glow effect.
  114810. * This is black by default as the blend operation is a blend operation.
  114811. */
  114812. static NeutralColor: Color4;
  114813. /**
  114814. * Stencil value used for glowing meshes.
  114815. */
  114816. static GlowingMeshStencilReference: number;
  114817. /**
  114818. * Stencil value used for the other meshes in the scene.
  114819. */
  114820. static NormalMeshStencilReference: number;
  114821. /**
  114822. * Specifies whether or not the inner glow is ACTIVE in the layer.
  114823. */
  114824. innerGlow: boolean;
  114825. /**
  114826. * Specifies whether or not the outer glow is ACTIVE in the layer.
  114827. */
  114828. outerGlow: boolean;
  114829. /**
  114830. * Specifies the horizontal size of the blur.
  114831. */
  114832. /**
  114833. * Gets the horizontal size of the blur.
  114834. */
  114835. blurHorizontalSize: number;
  114836. /**
  114837. * Specifies the vertical size of the blur.
  114838. */
  114839. /**
  114840. * Gets the vertical size of the blur.
  114841. */
  114842. blurVerticalSize: number;
  114843. /**
  114844. * An event triggered when the highlight layer is being blurred.
  114845. */
  114846. onBeforeBlurObservable: Observable<HighlightLayer>;
  114847. /**
  114848. * An event triggered when the highlight layer has been blurred.
  114849. */
  114850. onAfterBlurObservable: Observable<HighlightLayer>;
  114851. private _instanceGlowingMeshStencilReference;
  114852. private _options;
  114853. private _downSamplePostprocess;
  114854. private _horizontalBlurPostprocess;
  114855. private _verticalBlurPostprocess;
  114856. private _blurTexture;
  114857. private _meshes;
  114858. private _excludedMeshes;
  114859. /**
  114860. * Instantiates a new highlight Layer and references it to the scene..
  114861. * @param name The name of the layer
  114862. * @param scene The scene to use the layer in
  114863. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  114864. */
  114865. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  114866. /**
  114867. * Get the effect name of the layer.
  114868. * @return The effect name
  114869. */
  114870. getEffectName(): string;
  114871. /**
  114872. * Create the merge effect. This is the shader use to blit the information back
  114873. * to the main canvas at the end of the scene rendering.
  114874. */
  114875. protected _createMergeEffect(): Effect;
  114876. /**
  114877. * Creates the render target textures and post processes used in the highlight layer.
  114878. */
  114879. protected _createTextureAndPostProcesses(): void;
  114880. /**
  114881. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114882. */
  114883. needStencil(): boolean;
  114884. /**
  114885. * Checks for the readiness of the element composing the layer.
  114886. * @param subMesh the mesh to check for
  114887. * @param useInstances specify wether or not to use instances to render the mesh
  114888. * @param emissiveTexture the associated emissive texture used to generate the glow
  114889. * @return true if ready otherwise, false
  114890. */
  114891. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114892. /**
  114893. * Implementation specific of rendering the generating effect on the main canvas.
  114894. * @param effect The effect used to render through
  114895. */
  114896. protected _internalRender(effect: Effect): void;
  114897. /**
  114898. * Returns true if the layer contains information to display, otherwise false.
  114899. */
  114900. shouldRender(): boolean;
  114901. /**
  114902. * Returns true if the mesh should render, otherwise false.
  114903. * @param mesh The mesh to render
  114904. * @returns true if it should render otherwise false
  114905. */
  114906. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114907. /**
  114908. * Sets the required values for both the emissive texture and and the main color.
  114909. */
  114910. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114911. /**
  114912. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114913. * @param mesh The mesh to exclude from the highlight layer
  114914. */
  114915. addExcludedMesh(mesh: Mesh): void;
  114916. /**
  114917. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114918. * @param mesh The mesh to highlight
  114919. */
  114920. removeExcludedMesh(mesh: Mesh): void;
  114921. /**
  114922. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114923. * @param mesh mesh to test
  114924. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114925. */
  114926. hasMesh(mesh: AbstractMesh): boolean;
  114927. /**
  114928. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114929. * @param mesh The mesh to highlight
  114930. * @param color The color of the highlight
  114931. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114932. */
  114933. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  114934. /**
  114935. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114936. * @param mesh The mesh to highlight
  114937. */
  114938. removeMesh(mesh: Mesh): void;
  114939. /**
  114940. * Force the stencil to the normal expected value for none glowing parts
  114941. */
  114942. private _defaultStencilReference;
  114943. /**
  114944. * Free any resources and references associated to a mesh.
  114945. * Internal use
  114946. * @param mesh The mesh to free.
  114947. * @hidden
  114948. */
  114949. _disposeMesh(mesh: Mesh): void;
  114950. /**
  114951. * Dispose the highlight layer and free resources.
  114952. */
  114953. dispose(): void;
  114954. /**
  114955. * Gets the class name of the effect layer
  114956. * @returns the string with the class name of the effect layer
  114957. */
  114958. getClassName(): string;
  114959. /**
  114960. * Serializes this Highlight layer
  114961. * @returns a serialized Highlight layer object
  114962. */
  114963. serialize(): any;
  114964. /**
  114965. * Creates a Highlight layer from parsed Highlight layer data
  114966. * @param parsedHightlightLayer defines the Highlight layer data
  114967. * @param scene defines the current scene
  114968. * @param rootUrl defines the root URL containing the Highlight layer information
  114969. * @returns a parsed Highlight layer
  114970. */
  114971. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  114972. }
  114973. }
  114974. declare module BABYLON {
  114975. interface AbstractScene {
  114976. /**
  114977. * The list of layers (background and foreground) of the scene
  114978. */
  114979. layers: Array<Layer>;
  114980. }
  114981. /**
  114982. * Defines the layer scene component responsible to manage any layers
  114983. * in a given scene.
  114984. */
  114985. export class LayerSceneComponent implements ISceneComponent {
  114986. /**
  114987. * The component name helpfull to identify the component in the list of scene components.
  114988. */
  114989. readonly name: string;
  114990. /**
  114991. * The scene the component belongs to.
  114992. */
  114993. scene: Scene;
  114994. private _engine;
  114995. /**
  114996. * Creates a new instance of the component for the given scene
  114997. * @param scene Defines the scene to register the component in
  114998. */
  114999. constructor(scene: Scene);
  115000. /**
  115001. * Registers the component in a given scene
  115002. */
  115003. register(): void;
  115004. /**
  115005. * Rebuilds the elements related to this component in case of
  115006. * context lost for instance.
  115007. */
  115008. rebuild(): void;
  115009. /**
  115010. * Disposes the component and the associated ressources.
  115011. */
  115012. dispose(): void;
  115013. private _draw;
  115014. private _drawCameraPredicate;
  115015. private _drawCameraBackground;
  115016. private _drawCameraForeground;
  115017. private _drawRenderTargetPredicate;
  115018. private _drawRenderTargetBackground;
  115019. private _drawRenderTargetForeground;
  115020. /**
  115021. * Adds all the elements from the container to the scene
  115022. * @param container the container holding the elements
  115023. */
  115024. addFromContainer(container: AbstractScene): void;
  115025. /**
  115026. * Removes all the elements in the container from the scene
  115027. * @param container contains the elements to remove
  115028. * @param dispose if the removed element should be disposed (default: false)
  115029. */
  115030. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115031. }
  115032. }
  115033. declare module BABYLON {
  115034. /** @hidden */
  115035. export var layerPixelShader: {
  115036. name: string;
  115037. shader: string;
  115038. };
  115039. }
  115040. declare module BABYLON {
  115041. /** @hidden */
  115042. export var layerVertexShader: {
  115043. name: string;
  115044. shader: string;
  115045. };
  115046. }
  115047. declare module BABYLON {
  115048. /**
  115049. * This represents a full screen 2d layer.
  115050. * This can be useful to display a picture in the background of your scene for instance.
  115051. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115052. */
  115053. export class Layer {
  115054. /**
  115055. * Define the name of the layer.
  115056. */
  115057. name: string;
  115058. /**
  115059. * Define the texture the layer should display.
  115060. */
  115061. texture: Nullable<Texture>;
  115062. /**
  115063. * Is the layer in background or foreground.
  115064. */
  115065. isBackground: boolean;
  115066. /**
  115067. * Define the color of the layer (instead of texture).
  115068. */
  115069. color: Color4;
  115070. /**
  115071. * Define the scale of the layer in order to zoom in out of the texture.
  115072. */
  115073. scale: Vector2;
  115074. /**
  115075. * Define an offset for the layer in order to shift the texture.
  115076. */
  115077. offset: Vector2;
  115078. /**
  115079. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115080. */
  115081. alphaBlendingMode: number;
  115082. /**
  115083. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115084. * Alpha test will not mix with the background color in case of transparency.
  115085. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115086. */
  115087. alphaTest: boolean;
  115088. /**
  115089. * Define a mask to restrict the layer to only some of the scene cameras.
  115090. */
  115091. layerMask: number;
  115092. /**
  115093. * Define the list of render target the layer is visible into.
  115094. */
  115095. renderTargetTextures: RenderTargetTexture[];
  115096. /**
  115097. * Define if the layer is only used in renderTarget or if it also
  115098. * renders in the main frame buffer of the canvas.
  115099. */
  115100. renderOnlyInRenderTargetTextures: boolean;
  115101. private _scene;
  115102. private _vertexBuffers;
  115103. private _indexBuffer;
  115104. private _effect;
  115105. private _alphaTestEffect;
  115106. /**
  115107. * An event triggered when the layer is disposed.
  115108. */
  115109. onDisposeObservable: Observable<Layer>;
  115110. private _onDisposeObserver;
  115111. /**
  115112. * Back compatibility with callback before the onDisposeObservable existed.
  115113. * The set callback will be triggered when the layer has been disposed.
  115114. */
  115115. onDispose: () => void;
  115116. /**
  115117. * An event triggered before rendering the scene
  115118. */
  115119. onBeforeRenderObservable: Observable<Layer>;
  115120. private _onBeforeRenderObserver;
  115121. /**
  115122. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115123. * The set callback will be triggered just before rendering the layer.
  115124. */
  115125. onBeforeRender: () => void;
  115126. /**
  115127. * An event triggered after rendering the scene
  115128. */
  115129. onAfterRenderObservable: Observable<Layer>;
  115130. private _onAfterRenderObserver;
  115131. /**
  115132. * Back compatibility with callback before the onAfterRenderObservable existed.
  115133. * The set callback will be triggered just after rendering the layer.
  115134. */
  115135. onAfterRender: () => void;
  115136. /**
  115137. * Instantiates a new layer.
  115138. * This represents a full screen 2d layer.
  115139. * This can be useful to display a picture in the background of your scene for instance.
  115140. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115141. * @param name Define the name of the layer in the scene
  115142. * @param imgUrl Define the url of the texture to display in the layer
  115143. * @param scene Define the scene the layer belongs to
  115144. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115145. * @param color Defines a color for the layer
  115146. */
  115147. constructor(
  115148. /**
  115149. * Define the name of the layer.
  115150. */
  115151. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115152. private _createIndexBuffer;
  115153. /** @hidden */
  115154. _rebuild(): void;
  115155. /**
  115156. * Renders the layer in the scene.
  115157. */
  115158. render(): void;
  115159. /**
  115160. * Disposes and releases the associated ressources.
  115161. */
  115162. dispose(): void;
  115163. }
  115164. }
  115165. declare module BABYLON {
  115166. /** @hidden */
  115167. export var lensFlarePixelShader: {
  115168. name: string;
  115169. shader: string;
  115170. };
  115171. }
  115172. declare module BABYLON {
  115173. /** @hidden */
  115174. export var lensFlareVertexShader: {
  115175. name: string;
  115176. shader: string;
  115177. };
  115178. }
  115179. declare module BABYLON {
  115180. /**
  115181. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115182. * It is usually composed of several `lensFlare`.
  115183. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115184. */
  115185. export class LensFlareSystem {
  115186. /**
  115187. * Define the name of the lens flare system
  115188. */
  115189. name: string;
  115190. /**
  115191. * List of lens flares used in this system.
  115192. */
  115193. lensFlares: LensFlare[];
  115194. /**
  115195. * Define a limit from the border the lens flare can be visible.
  115196. */
  115197. borderLimit: number;
  115198. /**
  115199. * Define a viewport border we do not want to see the lens flare in.
  115200. */
  115201. viewportBorder: number;
  115202. /**
  115203. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115204. */
  115205. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115206. /**
  115207. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115208. */
  115209. layerMask: number;
  115210. /**
  115211. * Define the id of the lens flare system in the scene.
  115212. * (equal to name by default)
  115213. */
  115214. id: string;
  115215. private _scene;
  115216. private _emitter;
  115217. private _vertexBuffers;
  115218. private _indexBuffer;
  115219. private _effect;
  115220. private _positionX;
  115221. private _positionY;
  115222. private _isEnabled;
  115223. /** @hidden */
  115224. static _SceneComponentInitialization: (scene: Scene) => void;
  115225. /**
  115226. * Instantiates a lens flare system.
  115227. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115228. * It is usually composed of several `lensFlare`.
  115229. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115230. * @param name Define the name of the lens flare system in the scene
  115231. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115232. * @param scene Define the scene the lens flare system belongs to
  115233. */
  115234. constructor(
  115235. /**
  115236. * Define the name of the lens flare system
  115237. */
  115238. name: string, emitter: any, scene: Scene);
  115239. /**
  115240. * Define if the lens flare system is enabled.
  115241. */
  115242. isEnabled: boolean;
  115243. /**
  115244. * Get the scene the effects belongs to.
  115245. * @returns the scene holding the lens flare system
  115246. */
  115247. getScene(): Scene;
  115248. /**
  115249. * Get the emitter of the lens flare system.
  115250. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115251. * @returns the emitter of the lens flare system
  115252. */
  115253. getEmitter(): any;
  115254. /**
  115255. * Set the emitter of the lens flare system.
  115256. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115257. * @param newEmitter Define the new emitter of the system
  115258. */
  115259. setEmitter(newEmitter: any): void;
  115260. /**
  115261. * Get the lens flare system emitter position.
  115262. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115263. * @returns the position
  115264. */
  115265. getEmitterPosition(): Vector3;
  115266. /**
  115267. * @hidden
  115268. */
  115269. computeEffectivePosition(globalViewport: Viewport): boolean;
  115270. /** @hidden */
  115271. _isVisible(): boolean;
  115272. /**
  115273. * @hidden
  115274. */
  115275. render(): boolean;
  115276. /**
  115277. * Dispose and release the lens flare with its associated resources.
  115278. */
  115279. dispose(): void;
  115280. /**
  115281. * Parse a lens flare system from a JSON repressentation
  115282. * @param parsedLensFlareSystem Define the JSON to parse
  115283. * @param scene Define the scene the parsed system should be instantiated in
  115284. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115285. * @returns the parsed system
  115286. */
  115287. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115288. /**
  115289. * Serialize the current Lens Flare System into a JSON representation.
  115290. * @returns the serialized JSON
  115291. */
  115292. serialize(): any;
  115293. }
  115294. }
  115295. declare module BABYLON {
  115296. /**
  115297. * This represents one of the lens effect in a `lensFlareSystem`.
  115298. * It controls one of the indiviual texture used in the effect.
  115299. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115300. */
  115301. export class LensFlare {
  115302. /**
  115303. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115304. */
  115305. size: number;
  115306. /**
  115307. * 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.
  115308. */
  115309. position: number;
  115310. /**
  115311. * Define the lens color.
  115312. */
  115313. color: Color3;
  115314. /**
  115315. * Define the lens texture.
  115316. */
  115317. texture: Nullable<Texture>;
  115318. /**
  115319. * Define the alpha mode to render this particular lens.
  115320. */
  115321. alphaMode: number;
  115322. private _system;
  115323. /**
  115324. * Creates a new Lens Flare.
  115325. * This represents one of the lens effect in a `lensFlareSystem`.
  115326. * It controls one of the indiviual texture used in the effect.
  115327. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115328. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115329. * @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.
  115330. * @param color Define the lens color
  115331. * @param imgUrl Define the lens texture url
  115332. * @param system Define the `lensFlareSystem` this flare is part of
  115333. * @returns The newly created Lens Flare
  115334. */
  115335. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115336. /**
  115337. * Instantiates a new Lens Flare.
  115338. * This represents one of the lens effect in a `lensFlareSystem`.
  115339. * It controls one of the indiviual texture used in the effect.
  115340. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115341. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115342. * @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.
  115343. * @param color Define the lens color
  115344. * @param imgUrl Define the lens texture url
  115345. * @param system Define the `lensFlareSystem` this flare is part of
  115346. */
  115347. constructor(
  115348. /**
  115349. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115350. */
  115351. size: number,
  115352. /**
  115353. * 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.
  115354. */
  115355. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115356. /**
  115357. * Dispose and release the lens flare with its associated resources.
  115358. */
  115359. dispose(): void;
  115360. }
  115361. }
  115362. declare module BABYLON {
  115363. interface AbstractScene {
  115364. /**
  115365. * The list of lens flare system added to the scene
  115366. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115367. */
  115368. lensFlareSystems: Array<LensFlareSystem>;
  115369. /**
  115370. * Removes the given lens flare system from this scene.
  115371. * @param toRemove The lens flare system to remove
  115372. * @returns The index of the removed lens flare system
  115373. */
  115374. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115375. /**
  115376. * Adds the given lens flare system to this scene
  115377. * @param newLensFlareSystem The lens flare system to add
  115378. */
  115379. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115380. /**
  115381. * Gets a lens flare system using its name
  115382. * @param name defines the name to look for
  115383. * @returns the lens flare system or null if not found
  115384. */
  115385. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115386. /**
  115387. * Gets a lens flare system using its id
  115388. * @param id defines the id to look for
  115389. * @returns the lens flare system or null if not found
  115390. */
  115391. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115392. }
  115393. /**
  115394. * Defines the lens flare scene component responsible to manage any lens flares
  115395. * in a given scene.
  115396. */
  115397. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115398. /**
  115399. * The component name helpfull to identify the component in the list of scene components.
  115400. */
  115401. readonly name: string;
  115402. /**
  115403. * The scene the component belongs to.
  115404. */
  115405. scene: Scene;
  115406. /**
  115407. * Creates a new instance of the component for the given scene
  115408. * @param scene Defines the scene to register the component in
  115409. */
  115410. constructor(scene: Scene);
  115411. /**
  115412. * Registers the component in a given scene
  115413. */
  115414. register(): void;
  115415. /**
  115416. * Rebuilds the elements related to this component in case of
  115417. * context lost for instance.
  115418. */
  115419. rebuild(): void;
  115420. /**
  115421. * Adds all the elements from the container to the scene
  115422. * @param container the container holding the elements
  115423. */
  115424. addFromContainer(container: AbstractScene): void;
  115425. /**
  115426. * Removes all the elements in the container from the scene
  115427. * @param container contains the elements to remove
  115428. * @param dispose if the removed element should be disposed (default: false)
  115429. */
  115430. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115431. /**
  115432. * Serializes the component data to the specified json object
  115433. * @param serializationObject The object to serialize to
  115434. */
  115435. serialize(serializationObject: any): void;
  115436. /**
  115437. * Disposes the component and the associated ressources.
  115438. */
  115439. dispose(): void;
  115440. private _draw;
  115441. }
  115442. }
  115443. declare module BABYLON {
  115444. /**
  115445. * Defines the shadow generator component responsible to manage any shadow generators
  115446. * in a given scene.
  115447. */
  115448. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115449. /**
  115450. * The component name helpfull to identify the component in the list of scene components.
  115451. */
  115452. readonly name: string;
  115453. /**
  115454. * The scene the component belongs to.
  115455. */
  115456. scene: Scene;
  115457. /**
  115458. * Creates a new instance of the component for the given scene
  115459. * @param scene Defines the scene to register the component in
  115460. */
  115461. constructor(scene: Scene);
  115462. /**
  115463. * Registers the component in a given scene
  115464. */
  115465. register(): void;
  115466. /**
  115467. * Rebuilds the elements related to this component in case of
  115468. * context lost for instance.
  115469. */
  115470. rebuild(): void;
  115471. /**
  115472. * Serializes the component data to the specified json object
  115473. * @param serializationObject The object to serialize to
  115474. */
  115475. serialize(serializationObject: any): void;
  115476. /**
  115477. * Adds all the elements from the container to the scene
  115478. * @param container the container holding the elements
  115479. */
  115480. addFromContainer(container: AbstractScene): void;
  115481. /**
  115482. * Removes all the elements in the container from the scene
  115483. * @param container contains the elements to remove
  115484. * @param dispose if the removed element should be disposed (default: false)
  115485. */
  115486. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115487. /**
  115488. * Rebuilds the elements related to this component in case of
  115489. * context lost for instance.
  115490. */
  115491. dispose(): void;
  115492. private _gatherRenderTargets;
  115493. }
  115494. }
  115495. declare module BABYLON {
  115496. /**
  115497. * A point light is a light defined by an unique point in world space.
  115498. * The light is emitted in every direction from this point.
  115499. * A good example of a point light is a standard light bulb.
  115500. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115501. */
  115502. export class PointLight extends ShadowLight {
  115503. private _shadowAngle;
  115504. /**
  115505. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115506. * This specifies what angle the shadow will use to be created.
  115507. *
  115508. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115509. */
  115510. /**
  115511. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115512. * This specifies what angle the shadow will use to be created.
  115513. *
  115514. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115515. */
  115516. shadowAngle: number;
  115517. /**
  115518. * Gets the direction if it has been set.
  115519. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115520. */
  115521. /**
  115522. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115523. */
  115524. direction: Vector3;
  115525. /**
  115526. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115527. * A PointLight emits the light in every direction.
  115528. * It can cast shadows.
  115529. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115530. * ```javascript
  115531. * var pointLight = new PointLight("pl", camera.position, scene);
  115532. * ```
  115533. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115534. * @param name The light friendly name
  115535. * @param position The position of the point light in the scene
  115536. * @param scene The scene the lights belongs to
  115537. */
  115538. constructor(name: string, position: Vector3, scene: Scene);
  115539. /**
  115540. * Returns the string "PointLight"
  115541. * @returns the class name
  115542. */
  115543. getClassName(): string;
  115544. /**
  115545. * Returns the integer 0.
  115546. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115547. */
  115548. getTypeID(): number;
  115549. /**
  115550. * Specifies wether or not the shadowmap should be a cube texture.
  115551. * @returns true if the shadowmap needs to be a cube texture.
  115552. */
  115553. needCube(): boolean;
  115554. /**
  115555. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115556. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115557. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115558. */
  115559. getShadowDirection(faceIndex?: number): Vector3;
  115560. /**
  115561. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115562. * - fov = PI / 2
  115563. * - aspect ratio : 1.0
  115564. * - z-near and far equal to the active camera minZ and maxZ.
  115565. * Returns the PointLight.
  115566. */
  115567. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115568. protected _buildUniformLayout(): void;
  115569. /**
  115570. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115571. * @param effect The effect to update
  115572. * @param lightIndex The index of the light in the effect to update
  115573. * @returns The point light
  115574. */
  115575. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115576. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115577. /**
  115578. * Prepares the list of defines specific to the light type.
  115579. * @param defines the list of defines
  115580. * @param lightIndex defines the index of the light for the effect
  115581. */
  115582. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115583. }
  115584. }
  115585. declare module BABYLON {
  115586. /**
  115587. * Header information of HDR texture files.
  115588. */
  115589. export interface HDRInfo {
  115590. /**
  115591. * The height of the texture in pixels.
  115592. */
  115593. height: number;
  115594. /**
  115595. * The width of the texture in pixels.
  115596. */
  115597. width: number;
  115598. /**
  115599. * The index of the beginning of the data in the binary file.
  115600. */
  115601. dataPosition: number;
  115602. }
  115603. /**
  115604. * This groups tools to convert HDR texture to native colors array.
  115605. */
  115606. export class HDRTools {
  115607. private static Ldexp;
  115608. private static Rgbe2float;
  115609. private static readStringLine;
  115610. /**
  115611. * Reads header information from an RGBE texture stored in a native array.
  115612. * More information on this format are available here:
  115613. * https://en.wikipedia.org/wiki/RGBE_image_format
  115614. *
  115615. * @param uint8array The binary file stored in native array.
  115616. * @return The header information.
  115617. */
  115618. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115619. /**
  115620. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115621. * This RGBE texture needs to store the information as a panorama.
  115622. *
  115623. * More information on this format are available here:
  115624. * https://en.wikipedia.org/wiki/RGBE_image_format
  115625. *
  115626. * @param buffer The binary file stored in an array buffer.
  115627. * @param size The expected size of the extracted cubemap.
  115628. * @return The Cube Map information.
  115629. */
  115630. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115631. /**
  115632. * Returns the pixels data extracted from an RGBE texture.
  115633. * This pixels will be stored left to right up to down in the R G B order in one array.
  115634. *
  115635. * More information on this format are available here:
  115636. * https://en.wikipedia.org/wiki/RGBE_image_format
  115637. *
  115638. * @param uint8array The binary file stored in an array buffer.
  115639. * @param hdrInfo The header information of the file.
  115640. * @return The pixels data in RGB right to left up to down order.
  115641. */
  115642. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115643. private static RGBE_ReadPixels_RLE;
  115644. }
  115645. }
  115646. declare module BABYLON {
  115647. /**
  115648. * This represents a texture coming from an HDR input.
  115649. *
  115650. * The only supported format is currently panorama picture stored in RGBE format.
  115651. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115652. */
  115653. export class HDRCubeTexture extends BaseTexture {
  115654. private static _facesMapping;
  115655. private _generateHarmonics;
  115656. private _noMipmap;
  115657. private _textureMatrix;
  115658. private _size;
  115659. private _onLoad;
  115660. private _onError;
  115661. /**
  115662. * The texture URL.
  115663. */
  115664. url: string;
  115665. /**
  115666. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115667. */
  115668. coordinatesMode: number;
  115669. protected _isBlocking: boolean;
  115670. /**
  115671. * Sets wether or not the texture is blocking during loading.
  115672. */
  115673. /**
  115674. * Gets wether or not the texture is blocking during loading.
  115675. */
  115676. isBlocking: boolean;
  115677. protected _rotationY: number;
  115678. /**
  115679. * Sets texture matrix rotation angle around Y axis in radians.
  115680. */
  115681. /**
  115682. * Gets texture matrix rotation angle around Y axis radians.
  115683. */
  115684. rotationY: number;
  115685. /**
  115686. * Gets or sets the center of the bounding box associated with the cube texture
  115687. * It must define where the camera used to render the texture was set
  115688. */
  115689. boundingBoxPosition: Vector3;
  115690. private _boundingBoxSize;
  115691. /**
  115692. * Gets or sets the size of the bounding box associated with the cube texture
  115693. * When defined, the cubemap will switch to local mode
  115694. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115695. * @example https://www.babylonjs-playground.com/#RNASML
  115696. */
  115697. boundingBoxSize: Vector3;
  115698. /**
  115699. * Instantiates an HDRTexture from the following parameters.
  115700. *
  115701. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115702. * @param scene The scene the texture will be used in
  115703. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115704. * @param noMipmap Forces to not generate the mipmap if true
  115705. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115706. * @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)
  115707. * @param reserved Reserved flag for internal use.
  115708. */
  115709. 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>);
  115710. /**
  115711. * Get the current class name of the texture useful for serialization or dynamic coding.
  115712. * @returns "HDRCubeTexture"
  115713. */
  115714. getClassName(): string;
  115715. /**
  115716. * Occurs when the file is raw .hdr file.
  115717. */
  115718. private loadTexture;
  115719. clone(): HDRCubeTexture;
  115720. delayLoad(): void;
  115721. /**
  115722. * Get the texture reflection matrix used to rotate/transform the reflection.
  115723. * @returns the reflection matrix
  115724. */
  115725. getReflectionTextureMatrix(): Matrix;
  115726. /**
  115727. * Set the texture reflection matrix used to rotate/transform the reflection.
  115728. * @param value Define the reflection matrix to set
  115729. */
  115730. setReflectionTextureMatrix(value: Matrix): void;
  115731. /**
  115732. * Parses a JSON representation of an HDR Texture in order to create the texture
  115733. * @param parsedTexture Define the JSON representation
  115734. * @param scene Define the scene the texture should be created in
  115735. * @param rootUrl Define the root url in case we need to load relative dependencies
  115736. * @returns the newly created texture after parsing
  115737. */
  115738. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115739. serialize(): any;
  115740. }
  115741. }
  115742. declare module BABYLON {
  115743. /**
  115744. * Class used to control physics engine
  115745. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115746. */
  115747. export class PhysicsEngine implements IPhysicsEngine {
  115748. private _physicsPlugin;
  115749. /**
  115750. * Global value used to control the smallest number supported by the simulation
  115751. */
  115752. static Epsilon: number;
  115753. private _impostors;
  115754. private _joints;
  115755. /**
  115756. * Gets the gravity vector used by the simulation
  115757. */
  115758. gravity: Vector3;
  115759. /**
  115760. * Factory used to create the default physics plugin.
  115761. * @returns The default physics plugin
  115762. */
  115763. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  115764. /**
  115765. * Creates a new Physics Engine
  115766. * @param gravity defines the gravity vector used by the simulation
  115767. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  115768. */
  115769. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  115770. /**
  115771. * Sets the gravity vector used by the simulation
  115772. * @param gravity defines the gravity vector to use
  115773. */
  115774. setGravity(gravity: Vector3): void;
  115775. /**
  115776. * Set the time step of the physics engine.
  115777. * Default is 1/60.
  115778. * To slow it down, enter 1/600 for example.
  115779. * To speed it up, 1/30
  115780. * @param newTimeStep defines the new timestep to apply to this world.
  115781. */
  115782. setTimeStep(newTimeStep?: number): void;
  115783. /**
  115784. * Get the time step of the physics engine.
  115785. * @returns the current time step
  115786. */
  115787. getTimeStep(): number;
  115788. /**
  115789. * Release all resources
  115790. */
  115791. dispose(): void;
  115792. /**
  115793. * Gets the name of the current physics plugin
  115794. * @returns the name of the plugin
  115795. */
  115796. getPhysicsPluginName(): string;
  115797. /**
  115798. * Adding a new impostor for the impostor tracking.
  115799. * This will be done by the impostor itself.
  115800. * @param impostor the impostor to add
  115801. */
  115802. addImpostor(impostor: PhysicsImpostor): void;
  115803. /**
  115804. * Remove an impostor from the engine.
  115805. * This impostor and its mesh will not longer be updated by the physics engine.
  115806. * @param impostor the impostor to remove
  115807. */
  115808. removeImpostor(impostor: PhysicsImpostor): void;
  115809. /**
  115810. * Add a joint to the physics engine
  115811. * @param mainImpostor defines the main impostor to which the joint is added.
  115812. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  115813. * @param joint defines the joint that will connect both impostors.
  115814. */
  115815. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115816. /**
  115817. * Removes a joint from the simulation
  115818. * @param mainImpostor defines the impostor used with the joint
  115819. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  115820. * @param joint defines the joint to remove
  115821. */
  115822. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115823. /**
  115824. * Called by the scene. No need to call it.
  115825. * @param delta defines the timespam between frames
  115826. */
  115827. _step(delta: number): void;
  115828. /**
  115829. * Gets the current plugin used to run the simulation
  115830. * @returns current plugin
  115831. */
  115832. getPhysicsPlugin(): IPhysicsEnginePlugin;
  115833. /**
  115834. * Gets the list of physic impostors
  115835. * @returns an array of PhysicsImpostor
  115836. */
  115837. getImpostors(): Array<PhysicsImpostor>;
  115838. /**
  115839. * Gets the impostor for a physics enabled object
  115840. * @param object defines the object impersonated by the impostor
  115841. * @returns the PhysicsImpostor or null if not found
  115842. */
  115843. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  115844. /**
  115845. * Gets the impostor for a physics body object
  115846. * @param body defines physics body used by the impostor
  115847. * @returns the PhysicsImpostor or null if not found
  115848. */
  115849. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  115850. /**
  115851. * Does a raycast in the physics world
  115852. * @param from when should the ray start?
  115853. * @param to when should the ray end?
  115854. * @returns PhysicsRaycastResult
  115855. */
  115856. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115857. }
  115858. }
  115859. declare module BABYLON {
  115860. /** @hidden */
  115861. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  115862. private _useDeltaForWorldStep;
  115863. world: any;
  115864. name: string;
  115865. private _physicsMaterials;
  115866. private _fixedTimeStep;
  115867. private _cannonRaycastResult;
  115868. private _raycastResult;
  115869. private _physicsBodysToRemoveAfterStep;
  115870. BJSCANNON: any;
  115871. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  115872. setGravity(gravity: Vector3): void;
  115873. setTimeStep(timeStep: number): void;
  115874. getTimeStep(): number;
  115875. executeStep(delta: number): void;
  115876. private _removeMarkedPhysicsBodiesFromWorld;
  115877. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115878. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115879. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115880. private _processChildMeshes;
  115881. removePhysicsBody(impostor: PhysicsImpostor): void;
  115882. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115883. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115884. private _addMaterial;
  115885. private _checkWithEpsilon;
  115886. private _createShape;
  115887. private _createHeightmap;
  115888. private _minus90X;
  115889. private _plus90X;
  115890. private _tmpPosition;
  115891. private _tmpDeltaPosition;
  115892. private _tmpUnityRotation;
  115893. private _updatePhysicsBodyTransformation;
  115894. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115895. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115896. isSupported(): boolean;
  115897. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115898. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115899. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115900. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115901. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115902. getBodyMass(impostor: PhysicsImpostor): number;
  115903. getBodyFriction(impostor: PhysicsImpostor): number;
  115904. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115905. getBodyRestitution(impostor: PhysicsImpostor): number;
  115906. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115907. sleepBody(impostor: PhysicsImpostor): void;
  115908. wakeUpBody(impostor: PhysicsImpostor): void;
  115909. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  115910. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115911. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115912. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115913. getRadius(impostor: PhysicsImpostor): number;
  115914. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115915. dispose(): void;
  115916. private _extendNamespace;
  115917. /**
  115918. * Does a raycast in the physics world
  115919. * @param from when should the ray start?
  115920. * @param to when should the ray end?
  115921. * @returns PhysicsRaycastResult
  115922. */
  115923. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115924. }
  115925. }
  115926. declare module BABYLON {
  115927. /** @hidden */
  115928. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  115929. world: any;
  115930. name: string;
  115931. BJSOIMO: any;
  115932. private _raycastResult;
  115933. constructor(iterations?: number, oimoInjection?: any);
  115934. setGravity(gravity: Vector3): void;
  115935. setTimeStep(timeStep: number): void;
  115936. getTimeStep(): number;
  115937. private _tmpImpostorsArray;
  115938. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115939. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115940. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115941. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115942. private _tmpPositionVector;
  115943. removePhysicsBody(impostor: PhysicsImpostor): void;
  115944. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115945. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115946. isSupported(): boolean;
  115947. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115948. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115949. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115950. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115951. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115952. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115953. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115954. getBodyMass(impostor: PhysicsImpostor): number;
  115955. getBodyFriction(impostor: PhysicsImpostor): number;
  115956. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115957. getBodyRestitution(impostor: PhysicsImpostor): number;
  115958. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115959. sleepBody(impostor: PhysicsImpostor): void;
  115960. wakeUpBody(impostor: PhysicsImpostor): void;
  115961. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115962. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  115963. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  115964. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115965. getRadius(impostor: PhysicsImpostor): number;
  115966. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115967. dispose(): void;
  115968. /**
  115969. * Does a raycast in the physics world
  115970. * @param from when should the ray start?
  115971. * @param to when should the ray end?
  115972. * @returns PhysicsRaycastResult
  115973. */
  115974. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115975. }
  115976. }
  115977. declare module BABYLON {
  115978. /**
  115979. * Class containing static functions to help procedurally build meshes
  115980. */
  115981. export class RibbonBuilder {
  115982. /**
  115983. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  115984. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  115985. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  115986. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  115987. * * 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
  115988. * * 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
  115989. * * 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
  115990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115991. * * If you create a double-sided mesh, you can choose what parts of 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
  115992. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  115993. * * 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
  115994. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  115995. * * 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
  115996. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  115997. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  115998. * @param name defines the name of the mesh
  115999. * @param options defines the options used to create the mesh
  116000. * @param scene defines the hosting scene
  116001. * @returns the ribbon mesh
  116002. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116003. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116004. */
  116005. static CreateRibbon(name: string, options: {
  116006. pathArray: Vector3[][];
  116007. closeArray?: boolean;
  116008. closePath?: boolean;
  116009. offset?: number;
  116010. updatable?: boolean;
  116011. sideOrientation?: number;
  116012. frontUVs?: Vector4;
  116013. backUVs?: Vector4;
  116014. instance?: Mesh;
  116015. invertUV?: boolean;
  116016. uvs?: Vector2[];
  116017. colors?: Color4[];
  116018. }, scene?: Nullable<Scene>): Mesh;
  116019. }
  116020. }
  116021. declare module BABYLON {
  116022. /**
  116023. * Class containing static functions to help procedurally build meshes
  116024. */
  116025. export class ShapeBuilder {
  116026. /**
  116027. * 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.
  116028. * * 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.
  116029. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116030. * * 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.
  116031. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116032. * * 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
  116033. * * 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
  116034. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116035. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116036. * * If you create a double-sided mesh, you can choose what parts of 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
  116037. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116038. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116039. * @param name defines the name of the mesh
  116040. * @param options defines the options used to create the mesh
  116041. * @param scene defines the hosting scene
  116042. * @returns the extruded shape mesh
  116043. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116044. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116045. */
  116046. static ExtrudeShape(name: string, options: {
  116047. shape: Vector3[];
  116048. path: Vector3[];
  116049. scale?: number;
  116050. rotation?: number;
  116051. cap?: number;
  116052. updatable?: boolean;
  116053. sideOrientation?: number;
  116054. frontUVs?: Vector4;
  116055. backUVs?: Vector4;
  116056. instance?: Mesh;
  116057. invertUV?: boolean;
  116058. }, scene?: Nullable<Scene>): Mesh;
  116059. /**
  116060. * Creates an custom extruded shape mesh.
  116061. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116062. * * 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.
  116063. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116064. * * 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
  116065. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116066. * * 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
  116067. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116068. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116069. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116070. * * 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
  116071. * * 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
  116072. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116073. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116074. * * If you create a double-sided mesh, you can choose what parts of 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
  116075. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116076. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116077. * @param name defines the name of the mesh
  116078. * @param options defines the options used to create the mesh
  116079. * @param scene defines the hosting scene
  116080. * @returns the custom extruded shape mesh
  116081. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116082. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116083. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116084. */
  116085. static ExtrudeShapeCustom(name: string, options: {
  116086. shape: Vector3[];
  116087. path: Vector3[];
  116088. scaleFunction?: any;
  116089. rotationFunction?: any;
  116090. ribbonCloseArray?: boolean;
  116091. ribbonClosePath?: boolean;
  116092. cap?: number;
  116093. updatable?: boolean;
  116094. sideOrientation?: number;
  116095. frontUVs?: Vector4;
  116096. backUVs?: Vector4;
  116097. instance?: Mesh;
  116098. invertUV?: boolean;
  116099. }, scene?: Nullable<Scene>): Mesh;
  116100. private static _ExtrudeShapeGeneric;
  116101. }
  116102. }
  116103. declare module BABYLON {
  116104. /**
  116105. * AmmoJS Physics plugin
  116106. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116107. * @see https://github.com/kripken/ammo.js/
  116108. */
  116109. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116110. private _useDeltaForWorldStep;
  116111. /**
  116112. * Reference to the Ammo library
  116113. */
  116114. bjsAMMO: any;
  116115. /**
  116116. * Created ammoJS world which physics bodies are added to
  116117. */
  116118. world: any;
  116119. /**
  116120. * Name of the plugin
  116121. */
  116122. name: string;
  116123. private _timeStep;
  116124. private _fixedTimeStep;
  116125. private _maxSteps;
  116126. private _tmpQuaternion;
  116127. private _tmpAmmoTransform;
  116128. private _tmpAmmoQuaternion;
  116129. private _tmpAmmoConcreteContactResultCallback;
  116130. private _collisionConfiguration;
  116131. private _dispatcher;
  116132. private _overlappingPairCache;
  116133. private _solver;
  116134. private _softBodySolver;
  116135. private _tmpAmmoVectorA;
  116136. private _tmpAmmoVectorB;
  116137. private _tmpAmmoVectorC;
  116138. private _tmpAmmoVectorD;
  116139. private _tmpContactCallbackResult;
  116140. private _tmpAmmoVectorRCA;
  116141. private _tmpAmmoVectorRCB;
  116142. private _raycastResult;
  116143. private static readonly DISABLE_COLLISION_FLAG;
  116144. private static readonly KINEMATIC_FLAG;
  116145. private static readonly DISABLE_DEACTIVATION_FLAG;
  116146. /**
  116147. * Initializes the ammoJS plugin
  116148. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116149. * @param ammoInjection can be used to inject your own ammo reference
  116150. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116151. */
  116152. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116153. /**
  116154. * Sets the gravity of the physics world (m/(s^2))
  116155. * @param gravity Gravity to set
  116156. */
  116157. setGravity(gravity: Vector3): void;
  116158. /**
  116159. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116160. * @param timeStep timestep to use in seconds
  116161. */
  116162. setTimeStep(timeStep: number): void;
  116163. /**
  116164. * 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)
  116165. * @param fixedTimeStep fixedTimeStep to use in seconds
  116166. */
  116167. setFixedTimeStep(fixedTimeStep: number): void;
  116168. /**
  116169. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116170. * @param maxSteps the maximum number of steps by the physics engine per frame
  116171. */
  116172. setMaxSteps(maxSteps: number): void;
  116173. /**
  116174. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116175. * @returns the current timestep in seconds
  116176. */
  116177. getTimeStep(): number;
  116178. private _isImpostorInContact;
  116179. private _isImpostorPairInContact;
  116180. private _stepSimulation;
  116181. /**
  116182. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116183. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116184. * After the step the babylon meshes are set to the position of the physics imposters
  116185. * @param delta amount of time to step forward
  116186. * @param impostors array of imposters to update before/after the step
  116187. */
  116188. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116189. /**
  116190. * Update babylon mesh to match physics world object
  116191. * @param impostor imposter to match
  116192. */
  116193. private _afterSoftStep;
  116194. /**
  116195. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116196. * @param impostor imposter to match
  116197. */
  116198. private _ropeStep;
  116199. /**
  116200. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116201. * @param impostor imposter to match
  116202. */
  116203. private _softbodyOrClothStep;
  116204. private _tmpVector;
  116205. private _tmpMatrix;
  116206. /**
  116207. * Applies an impulse on the imposter
  116208. * @param impostor imposter to apply impulse to
  116209. * @param force amount of force to be applied to the imposter
  116210. * @param contactPoint the location to apply the impulse on the imposter
  116211. */
  116212. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116213. /**
  116214. * Applies a force on the imposter
  116215. * @param impostor imposter to apply force
  116216. * @param force amount of force to be applied to the imposter
  116217. * @param contactPoint the location to apply the force on the imposter
  116218. */
  116219. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116220. /**
  116221. * Creates a physics body using the plugin
  116222. * @param impostor the imposter to create the physics body on
  116223. */
  116224. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116225. /**
  116226. * Removes the physics body from the imposter and disposes of the body's memory
  116227. * @param impostor imposter to remove the physics body from
  116228. */
  116229. removePhysicsBody(impostor: PhysicsImpostor): void;
  116230. /**
  116231. * Generates a joint
  116232. * @param impostorJoint the imposter joint to create the joint with
  116233. */
  116234. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116235. /**
  116236. * Removes a joint
  116237. * @param impostorJoint the imposter joint to remove the joint from
  116238. */
  116239. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116240. private _addMeshVerts;
  116241. /**
  116242. * Initialise the soft body vertices to match its object's (mesh) vertices
  116243. * Softbody vertices (nodes) are in world space and to match this
  116244. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116245. * @param impostor to create the softbody for
  116246. */
  116247. private _softVertexData;
  116248. /**
  116249. * Create an impostor's soft body
  116250. * @param impostor to create the softbody for
  116251. */
  116252. private _createSoftbody;
  116253. /**
  116254. * Create cloth for an impostor
  116255. * @param impostor to create the softbody for
  116256. */
  116257. private _createCloth;
  116258. /**
  116259. * Create rope for an impostor
  116260. * @param impostor to create the softbody for
  116261. */
  116262. private _createRope;
  116263. private _addHullVerts;
  116264. private _createShape;
  116265. /**
  116266. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116267. * @param impostor imposter containing the physics body and babylon object
  116268. */
  116269. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116270. /**
  116271. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116272. * @param impostor imposter containing the physics body and babylon object
  116273. * @param newPosition new position
  116274. * @param newRotation new rotation
  116275. */
  116276. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116277. /**
  116278. * If this plugin is supported
  116279. * @returns true if its supported
  116280. */
  116281. isSupported(): boolean;
  116282. /**
  116283. * Sets the linear velocity of the physics body
  116284. * @param impostor imposter to set the velocity on
  116285. * @param velocity velocity to set
  116286. */
  116287. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116288. /**
  116289. * Sets the angular velocity of the physics body
  116290. * @param impostor imposter to set the velocity on
  116291. * @param velocity velocity to set
  116292. */
  116293. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116294. /**
  116295. * gets the linear velocity
  116296. * @param impostor imposter to get linear velocity from
  116297. * @returns linear velocity
  116298. */
  116299. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116300. /**
  116301. * gets the angular velocity
  116302. * @param impostor imposter to get angular velocity from
  116303. * @returns angular velocity
  116304. */
  116305. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116306. /**
  116307. * Sets the mass of physics body
  116308. * @param impostor imposter to set the mass on
  116309. * @param mass mass to set
  116310. */
  116311. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116312. /**
  116313. * Gets the mass of the physics body
  116314. * @param impostor imposter to get the mass from
  116315. * @returns mass
  116316. */
  116317. getBodyMass(impostor: PhysicsImpostor): number;
  116318. /**
  116319. * Gets friction of the impostor
  116320. * @param impostor impostor to get friction from
  116321. * @returns friction value
  116322. */
  116323. getBodyFriction(impostor: PhysicsImpostor): number;
  116324. /**
  116325. * Sets friction of the impostor
  116326. * @param impostor impostor to set friction on
  116327. * @param friction friction value
  116328. */
  116329. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116330. /**
  116331. * Gets restitution of the impostor
  116332. * @param impostor impostor to get restitution from
  116333. * @returns restitution value
  116334. */
  116335. getBodyRestitution(impostor: PhysicsImpostor): number;
  116336. /**
  116337. * Sets resitution of the impostor
  116338. * @param impostor impostor to set resitution on
  116339. * @param restitution resitution value
  116340. */
  116341. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116342. /**
  116343. * Gets pressure inside the impostor
  116344. * @param impostor impostor to get pressure from
  116345. * @returns pressure value
  116346. */
  116347. getBodyPressure(impostor: PhysicsImpostor): number;
  116348. /**
  116349. * Sets pressure inside a soft body impostor
  116350. * Cloth and rope must remain 0 pressure
  116351. * @param impostor impostor to set pressure on
  116352. * @param pressure pressure value
  116353. */
  116354. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116355. /**
  116356. * Gets stiffness of the impostor
  116357. * @param impostor impostor to get stiffness from
  116358. * @returns pressure value
  116359. */
  116360. getBodyStiffness(impostor: PhysicsImpostor): number;
  116361. /**
  116362. * Sets stiffness of the impostor
  116363. * @param impostor impostor to set stiffness on
  116364. * @param stiffness stiffness value from 0 to 1
  116365. */
  116366. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116367. /**
  116368. * Gets velocityIterations of the impostor
  116369. * @param impostor impostor to get velocity iterations from
  116370. * @returns velocityIterations value
  116371. */
  116372. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116373. /**
  116374. * Sets velocityIterations of the impostor
  116375. * @param impostor impostor to set velocity iterations on
  116376. * @param velocityIterations velocityIterations value
  116377. */
  116378. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116379. /**
  116380. * Gets positionIterations of the impostor
  116381. * @param impostor impostor to get position iterations from
  116382. * @returns positionIterations value
  116383. */
  116384. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116385. /**
  116386. * Sets positionIterations of the impostor
  116387. * @param impostor impostor to set position on
  116388. * @param positionIterations positionIterations value
  116389. */
  116390. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116391. /**
  116392. * Append an anchor to a cloth object
  116393. * @param impostor is the cloth impostor to add anchor to
  116394. * @param otherImpostor is the rigid impostor to anchor to
  116395. * @param width ratio across width from 0 to 1
  116396. * @param height ratio up height from 0 to 1
  116397. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116398. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116399. */
  116400. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116401. /**
  116402. * Append an hook to a rope object
  116403. * @param impostor is the rope impostor to add hook to
  116404. * @param otherImpostor is the rigid impostor to hook to
  116405. * @param length ratio along the rope from 0 to 1
  116406. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116407. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116408. */
  116409. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116410. /**
  116411. * Sleeps the physics body and stops it from being active
  116412. * @param impostor impostor to sleep
  116413. */
  116414. sleepBody(impostor: PhysicsImpostor): void;
  116415. /**
  116416. * Activates the physics body
  116417. * @param impostor impostor to activate
  116418. */
  116419. wakeUpBody(impostor: PhysicsImpostor): void;
  116420. /**
  116421. * Updates the distance parameters of the joint
  116422. * @param joint joint to update
  116423. * @param maxDistance maximum distance of the joint
  116424. * @param minDistance minimum distance of the joint
  116425. */
  116426. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116427. /**
  116428. * Sets a motor on the joint
  116429. * @param joint joint to set motor on
  116430. * @param speed speed of the motor
  116431. * @param maxForce maximum force of the motor
  116432. * @param motorIndex index of the motor
  116433. */
  116434. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116435. /**
  116436. * Sets the motors limit
  116437. * @param joint joint to set limit on
  116438. * @param upperLimit upper limit
  116439. * @param lowerLimit lower limit
  116440. */
  116441. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116442. /**
  116443. * Syncs the position and rotation of a mesh with the impostor
  116444. * @param mesh mesh to sync
  116445. * @param impostor impostor to update the mesh with
  116446. */
  116447. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116448. /**
  116449. * Gets the radius of the impostor
  116450. * @param impostor impostor to get radius from
  116451. * @returns the radius
  116452. */
  116453. getRadius(impostor: PhysicsImpostor): number;
  116454. /**
  116455. * Gets the box size of the impostor
  116456. * @param impostor impostor to get box size from
  116457. * @param result the resulting box size
  116458. */
  116459. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116460. /**
  116461. * Disposes of the impostor
  116462. */
  116463. dispose(): void;
  116464. /**
  116465. * Does a raycast in the physics world
  116466. * @param from when should the ray start?
  116467. * @param to when should the ray end?
  116468. * @returns PhysicsRaycastResult
  116469. */
  116470. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116471. }
  116472. }
  116473. declare module BABYLON {
  116474. interface AbstractScene {
  116475. /**
  116476. * The list of reflection probes added to the scene
  116477. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116478. */
  116479. reflectionProbes: Array<ReflectionProbe>;
  116480. /**
  116481. * Removes the given reflection probe from this scene.
  116482. * @param toRemove The reflection probe to remove
  116483. * @returns The index of the removed reflection probe
  116484. */
  116485. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116486. /**
  116487. * Adds the given reflection probe to this scene.
  116488. * @param newReflectionProbe The reflection probe to add
  116489. */
  116490. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116491. }
  116492. /**
  116493. * Class used to generate realtime reflection / refraction cube textures
  116494. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116495. */
  116496. export class ReflectionProbe {
  116497. /** defines the name of the probe */
  116498. name: string;
  116499. private _scene;
  116500. private _renderTargetTexture;
  116501. private _projectionMatrix;
  116502. private _viewMatrix;
  116503. private _target;
  116504. private _add;
  116505. private _attachedMesh;
  116506. private _invertYAxis;
  116507. /** Gets or sets probe position (center of the cube map) */
  116508. position: Vector3;
  116509. /**
  116510. * Creates a new reflection probe
  116511. * @param name defines the name of the probe
  116512. * @param size defines the texture resolution (for each face)
  116513. * @param scene defines the hosting scene
  116514. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116515. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116516. */
  116517. constructor(
  116518. /** defines the name of the probe */
  116519. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116520. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116521. samples: number;
  116522. /** Gets or sets the refresh rate to use (on every frame by default) */
  116523. refreshRate: number;
  116524. /**
  116525. * Gets the hosting scene
  116526. * @returns a Scene
  116527. */
  116528. getScene(): Scene;
  116529. /** Gets the internal CubeTexture used to render to */
  116530. readonly cubeTexture: RenderTargetTexture;
  116531. /** Gets the list of meshes to render */
  116532. readonly renderList: Nullable<AbstractMesh[]>;
  116533. /**
  116534. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116535. * @param mesh defines the mesh to attach to
  116536. */
  116537. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116538. /**
  116539. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116540. * @param renderingGroupId The rendering group id corresponding to its index
  116541. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116542. */
  116543. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116544. /**
  116545. * Clean all associated resources
  116546. */
  116547. dispose(): void;
  116548. /**
  116549. * Converts the reflection probe information to a readable string for debug purpose.
  116550. * @param fullDetails Supports for multiple levels of logging within scene loading
  116551. * @returns the human readable reflection probe info
  116552. */
  116553. toString(fullDetails?: boolean): string;
  116554. /**
  116555. * Get the class name of the relfection probe.
  116556. * @returns "ReflectionProbe"
  116557. */
  116558. getClassName(): string;
  116559. /**
  116560. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116561. * @returns The JSON representation of the texture
  116562. */
  116563. serialize(): any;
  116564. /**
  116565. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116566. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116567. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116568. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116569. * @returns The parsed reflection probe if successful
  116570. */
  116571. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116572. }
  116573. }
  116574. declare module BABYLON {
  116575. /** @hidden */
  116576. export var _BabylonLoaderRegistered: boolean;
  116577. }
  116578. declare module BABYLON {
  116579. /**
  116580. * The Physically based simple base material of BJS.
  116581. *
  116582. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116583. * It is used as the base class for both the specGloss and metalRough conventions.
  116584. */
  116585. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116586. /**
  116587. * Number of Simultaneous lights allowed on the material.
  116588. */
  116589. maxSimultaneousLights: number;
  116590. /**
  116591. * If sets to true, disables all the lights affecting the material.
  116592. */
  116593. disableLighting: boolean;
  116594. /**
  116595. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116596. */
  116597. environmentTexture: BaseTexture;
  116598. /**
  116599. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116600. */
  116601. invertNormalMapX: boolean;
  116602. /**
  116603. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116604. */
  116605. invertNormalMapY: boolean;
  116606. /**
  116607. * Normal map used in the model.
  116608. */
  116609. normalTexture: BaseTexture;
  116610. /**
  116611. * Emissivie color used to self-illuminate the model.
  116612. */
  116613. emissiveColor: Color3;
  116614. /**
  116615. * Emissivie texture used to self-illuminate the model.
  116616. */
  116617. emissiveTexture: BaseTexture;
  116618. /**
  116619. * Occlusion Channel Strenght.
  116620. */
  116621. occlusionStrength: number;
  116622. /**
  116623. * Occlusion Texture of the material (adding extra occlusion effects).
  116624. */
  116625. occlusionTexture: BaseTexture;
  116626. /**
  116627. * Defines the alpha limits in alpha test mode.
  116628. */
  116629. alphaCutOff: number;
  116630. /**
  116631. * Gets the current double sided mode.
  116632. */
  116633. /**
  116634. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116635. */
  116636. doubleSided: boolean;
  116637. /**
  116638. * Stores the pre-calculated light information of a mesh in a texture.
  116639. */
  116640. lightmapTexture: BaseTexture;
  116641. /**
  116642. * If true, the light map contains occlusion information instead of lighting info.
  116643. */
  116644. useLightmapAsShadowmap: boolean;
  116645. /**
  116646. * Instantiates a new PBRMaterial instance.
  116647. *
  116648. * @param name The material name
  116649. * @param scene The scene the material will be use in.
  116650. */
  116651. constructor(name: string, scene: Scene);
  116652. getClassName(): string;
  116653. }
  116654. }
  116655. declare module BABYLON {
  116656. /**
  116657. * The PBR material of BJS following the metal roughness convention.
  116658. *
  116659. * This fits to the PBR convention in the GLTF definition:
  116660. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116661. */
  116662. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116663. /**
  116664. * The base color has two different interpretations depending on the value of metalness.
  116665. * When the material is a metal, the base color is the specific measured reflectance value
  116666. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116667. * of the material.
  116668. */
  116669. baseColor: Color3;
  116670. /**
  116671. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116672. * well as opacity information in the alpha channel.
  116673. */
  116674. baseTexture: BaseTexture;
  116675. /**
  116676. * Specifies the metallic scalar value of the material.
  116677. * Can also be used to scale the metalness values of the metallic texture.
  116678. */
  116679. metallic: number;
  116680. /**
  116681. * Specifies the roughness scalar value of the material.
  116682. * Can also be used to scale the roughness values of the metallic texture.
  116683. */
  116684. roughness: number;
  116685. /**
  116686. * Texture containing both the metallic value in the B channel and the
  116687. * roughness value in the G channel to keep better precision.
  116688. */
  116689. metallicRoughnessTexture: BaseTexture;
  116690. /**
  116691. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116692. *
  116693. * @param name The material name
  116694. * @param scene The scene the material will be use in.
  116695. */
  116696. constructor(name: string, scene: Scene);
  116697. /**
  116698. * Return the currrent class name of the material.
  116699. */
  116700. getClassName(): string;
  116701. /**
  116702. * Makes a duplicate of the current material.
  116703. * @param name - name to use for the new material.
  116704. */
  116705. clone(name: string): PBRMetallicRoughnessMaterial;
  116706. /**
  116707. * Serialize the material to a parsable JSON object.
  116708. */
  116709. serialize(): any;
  116710. /**
  116711. * Parses a JSON object correponding to the serialize function.
  116712. */
  116713. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116714. }
  116715. }
  116716. declare module BABYLON {
  116717. /**
  116718. * The PBR material of BJS following the specular glossiness convention.
  116719. *
  116720. * This fits to the PBR convention in the GLTF definition:
  116721. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116722. */
  116723. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116724. /**
  116725. * Specifies the diffuse color of the material.
  116726. */
  116727. diffuseColor: Color3;
  116728. /**
  116729. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116730. * channel.
  116731. */
  116732. diffuseTexture: BaseTexture;
  116733. /**
  116734. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116735. */
  116736. specularColor: Color3;
  116737. /**
  116738. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116739. */
  116740. glossiness: number;
  116741. /**
  116742. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116743. */
  116744. specularGlossinessTexture: BaseTexture;
  116745. /**
  116746. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116747. *
  116748. * @param name The material name
  116749. * @param scene The scene the material will be use in.
  116750. */
  116751. constructor(name: string, scene: Scene);
  116752. /**
  116753. * Return the currrent class name of the material.
  116754. */
  116755. getClassName(): string;
  116756. /**
  116757. * Makes a duplicate of the current material.
  116758. * @param name - name to use for the new material.
  116759. */
  116760. clone(name: string): PBRSpecularGlossinessMaterial;
  116761. /**
  116762. * Serialize the material to a parsable JSON object.
  116763. */
  116764. serialize(): any;
  116765. /**
  116766. * Parses a JSON object correponding to the serialize function.
  116767. */
  116768. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  116769. }
  116770. }
  116771. declare module BABYLON {
  116772. /**
  116773. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  116774. * It can help converting any input color in a desired output one. This can then be used to create effects
  116775. * from sepia, black and white to sixties or futuristic rendering...
  116776. *
  116777. * The only supported format is currently 3dl.
  116778. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  116779. */
  116780. export class ColorGradingTexture extends BaseTexture {
  116781. /**
  116782. * The current texture matrix. (will always be identity in color grading texture)
  116783. */
  116784. private _textureMatrix;
  116785. /**
  116786. * The texture URL.
  116787. */
  116788. url: string;
  116789. /**
  116790. * Empty line regex stored for GC.
  116791. */
  116792. private static _noneEmptyLineRegex;
  116793. private _engine;
  116794. /**
  116795. * Instantiates a ColorGradingTexture from the following parameters.
  116796. *
  116797. * @param url The location of the color gradind data (currently only supporting 3dl)
  116798. * @param scene The scene the texture will be used in
  116799. */
  116800. constructor(url: string, scene: Scene);
  116801. /**
  116802. * Returns the texture matrix used in most of the material.
  116803. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  116804. */
  116805. getTextureMatrix(): Matrix;
  116806. /**
  116807. * Occurs when the file being loaded is a .3dl LUT file.
  116808. */
  116809. private load3dlTexture;
  116810. /**
  116811. * Starts the loading process of the texture.
  116812. */
  116813. private loadTexture;
  116814. /**
  116815. * Clones the color gradind texture.
  116816. */
  116817. clone(): ColorGradingTexture;
  116818. /**
  116819. * Called during delayed load for textures.
  116820. */
  116821. delayLoad(): void;
  116822. /**
  116823. * Parses a color grading texture serialized by Babylon.
  116824. * @param parsedTexture The texture information being parsedTexture
  116825. * @param scene The scene to load the texture in
  116826. * @param rootUrl The root url of the data assets to load
  116827. * @return A color gradind texture
  116828. */
  116829. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  116830. /**
  116831. * Serializes the LUT texture to json format.
  116832. */
  116833. serialize(): any;
  116834. }
  116835. }
  116836. declare module BABYLON {
  116837. /**
  116838. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  116839. */
  116840. export class EquiRectangularCubeTexture extends BaseTexture {
  116841. /** The six faces of the cube. */
  116842. private static _FacesMapping;
  116843. private _noMipmap;
  116844. private _onLoad;
  116845. private _onError;
  116846. /** The size of the cubemap. */
  116847. private _size;
  116848. /** The buffer of the image. */
  116849. private _buffer;
  116850. /** The width of the input image. */
  116851. private _width;
  116852. /** The height of the input image. */
  116853. private _height;
  116854. /** The URL to the image. */
  116855. url: string;
  116856. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  116857. coordinatesMode: number;
  116858. /**
  116859. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  116860. * @param url The location of the image
  116861. * @param scene The scene the texture will be used in
  116862. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  116863. * @param noMipmap Forces to not generate the mipmap if true
  116864. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  116865. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  116866. * @param onLoad — defines a callback called when texture is loaded
  116867. * @param onError — defines a callback called if there is an error
  116868. */
  116869. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  116870. /**
  116871. * Load the image data, by putting the image on a canvas and extracting its buffer.
  116872. */
  116873. private loadImage;
  116874. /**
  116875. * Convert the image buffer into a cubemap and create a CubeTexture.
  116876. */
  116877. private loadTexture;
  116878. /**
  116879. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  116880. * @param buffer The ArrayBuffer that should be converted.
  116881. * @returns The buffer as Float32Array.
  116882. */
  116883. private getFloat32ArrayFromArrayBuffer;
  116884. /**
  116885. * Get the current class name of the texture useful for serialization or dynamic coding.
  116886. * @returns "EquiRectangularCubeTexture"
  116887. */
  116888. getClassName(): string;
  116889. /**
  116890. * Create a clone of the current EquiRectangularCubeTexture and return it.
  116891. * @returns A clone of the current EquiRectangularCubeTexture.
  116892. */
  116893. clone(): EquiRectangularCubeTexture;
  116894. }
  116895. }
  116896. declare module BABYLON {
  116897. /**
  116898. * Based on jsTGALoader - Javascript loader for TGA file
  116899. * By Vincent Thibault
  116900. * @see http://blog.robrowser.com/javascript-tga-loader.html
  116901. */
  116902. export class TGATools {
  116903. private static _TYPE_INDEXED;
  116904. private static _TYPE_RGB;
  116905. private static _TYPE_GREY;
  116906. private static _TYPE_RLE_INDEXED;
  116907. private static _TYPE_RLE_RGB;
  116908. private static _TYPE_RLE_GREY;
  116909. private static _ORIGIN_MASK;
  116910. private static _ORIGIN_SHIFT;
  116911. private static _ORIGIN_BL;
  116912. private static _ORIGIN_BR;
  116913. private static _ORIGIN_UL;
  116914. private static _ORIGIN_UR;
  116915. /**
  116916. * Gets the header of a TGA file
  116917. * @param data defines the TGA data
  116918. * @returns the header
  116919. */
  116920. static GetTGAHeader(data: Uint8Array): any;
  116921. /**
  116922. * Uploads TGA content to a Babylon Texture
  116923. * @hidden
  116924. */
  116925. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  116926. /** @hidden */
  116927. 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;
  116928. /** @hidden */
  116929. 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;
  116930. /** @hidden */
  116931. 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;
  116932. /** @hidden */
  116933. 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;
  116934. /** @hidden */
  116935. 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;
  116936. /** @hidden */
  116937. 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;
  116938. }
  116939. }
  116940. declare module BABYLON {
  116941. /**
  116942. * Implementation of the TGA Texture Loader.
  116943. * @hidden
  116944. */
  116945. export class _TGATextureLoader implements IInternalTextureLoader {
  116946. /**
  116947. * Defines wether the loader supports cascade loading the different faces.
  116948. */
  116949. readonly supportCascades: boolean;
  116950. /**
  116951. * This returns if the loader support the current file information.
  116952. * @param extension defines the file extension of the file being loaded
  116953. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116954. * @param fallback defines the fallback internal texture if any
  116955. * @param isBase64 defines whether the texture is encoded as a base64
  116956. * @param isBuffer defines whether the texture data are stored as a buffer
  116957. * @returns true if the loader can load the specified file
  116958. */
  116959. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116960. /**
  116961. * Transform the url before loading if required.
  116962. * @param rootUrl the url of the texture
  116963. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116964. * @returns the transformed texture
  116965. */
  116966. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116967. /**
  116968. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116969. * @param rootUrl the url of the texture
  116970. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116971. * @returns the fallback texture
  116972. */
  116973. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116974. /**
  116975. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116976. * @param data contains the texture data
  116977. * @param texture defines the BabylonJS internal texture
  116978. * @param createPolynomials will be true if polynomials have been requested
  116979. * @param onLoad defines the callback to trigger once the texture is ready
  116980. * @param onError defines the callback to trigger in case of error
  116981. */
  116982. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116983. /**
  116984. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116985. * @param data contains the texture data
  116986. * @param texture defines the BabylonJS internal texture
  116987. * @param callback defines the method to call once ready to upload
  116988. */
  116989. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116990. }
  116991. }
  116992. declare module BABYLON {
  116993. /**
  116994. * Info about the .basis files
  116995. */
  116996. class BasisFileInfo {
  116997. /**
  116998. * If the file has alpha
  116999. */
  117000. hasAlpha: boolean;
  117001. /**
  117002. * Info about each image of the basis file
  117003. */
  117004. images: Array<{
  117005. levels: Array<{
  117006. width: number;
  117007. height: number;
  117008. transcodedPixels: ArrayBufferView;
  117009. }>;
  117010. }>;
  117011. }
  117012. /**
  117013. * Result of transcoding a basis file
  117014. */
  117015. class TranscodeResult {
  117016. /**
  117017. * Info about the .basis file
  117018. */
  117019. fileInfo: BasisFileInfo;
  117020. /**
  117021. * Format to use when loading the file
  117022. */
  117023. format: number;
  117024. }
  117025. /**
  117026. * Configuration options for the Basis transcoder
  117027. */
  117028. export class BasisTranscodeConfiguration {
  117029. /**
  117030. * Supported compression formats used to determine the supported output format of the transcoder
  117031. */
  117032. supportedCompressionFormats?: {
  117033. /**
  117034. * etc1 compression format
  117035. */
  117036. etc1?: boolean;
  117037. /**
  117038. * s3tc compression format
  117039. */
  117040. s3tc?: boolean;
  117041. /**
  117042. * pvrtc compression format
  117043. */
  117044. pvrtc?: boolean;
  117045. /**
  117046. * etc2 compression format
  117047. */
  117048. etc2?: boolean;
  117049. };
  117050. /**
  117051. * If mipmap levels should be loaded for transcoded images (Default: true)
  117052. */
  117053. loadMipmapLevels?: boolean;
  117054. /**
  117055. * Index of a single image to load (Default: all images)
  117056. */
  117057. loadSingleImage?: number;
  117058. }
  117059. /**
  117060. * Used to load .Basis files
  117061. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117062. */
  117063. export class BasisTools {
  117064. private static _IgnoreSupportedFormats;
  117065. /**
  117066. * URL to use when loading the basis transcoder
  117067. */
  117068. static JSModuleURL: string;
  117069. /**
  117070. * URL to use when loading the wasm module for the transcoder
  117071. */
  117072. static WasmModuleURL: string;
  117073. /**
  117074. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117075. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117076. * @returns internal format corresponding to the Basis format
  117077. */
  117078. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117079. private static _WorkerPromise;
  117080. private static _Worker;
  117081. private static _actionId;
  117082. private static _CreateWorkerAsync;
  117083. /**
  117084. * Transcodes a loaded image file to compressed pixel data
  117085. * @param imageData image data to transcode
  117086. * @param config configuration options for the transcoding
  117087. * @returns a promise resulting in the transcoded image
  117088. */
  117089. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117090. /**
  117091. * Loads a texture from the transcode result
  117092. * @param texture texture load to
  117093. * @param transcodeResult the result of transcoding the basis file to load from
  117094. */
  117095. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117096. }
  117097. }
  117098. declare module BABYLON {
  117099. /**
  117100. * Loader for .basis file format
  117101. */
  117102. export class _BasisTextureLoader implements IInternalTextureLoader {
  117103. /**
  117104. * Defines whether the loader supports cascade loading the different faces.
  117105. */
  117106. readonly supportCascades: boolean;
  117107. /**
  117108. * This returns if the loader support the current file information.
  117109. * @param extension defines the file extension of the file being loaded
  117110. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117111. * @param fallback defines the fallback internal texture if any
  117112. * @param isBase64 defines whether the texture is encoded as a base64
  117113. * @param isBuffer defines whether the texture data are stored as a buffer
  117114. * @returns true if the loader can load the specified file
  117115. */
  117116. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117117. /**
  117118. * Transform the url before loading if required.
  117119. * @param rootUrl the url of the texture
  117120. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117121. * @returns the transformed texture
  117122. */
  117123. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117124. /**
  117125. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117126. * @param rootUrl the url of the texture
  117127. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117128. * @returns the fallback texture
  117129. */
  117130. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117131. /**
  117132. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117133. * @param data contains the texture data
  117134. * @param texture defines the BabylonJS internal texture
  117135. * @param createPolynomials will be true if polynomials have been requested
  117136. * @param onLoad defines the callback to trigger once the texture is ready
  117137. * @param onError defines the callback to trigger in case of error
  117138. */
  117139. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117140. /**
  117141. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117142. * @param data contains the texture data
  117143. * @param texture defines the BabylonJS internal texture
  117144. * @param callback defines the method to call once ready to upload
  117145. */
  117146. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117147. }
  117148. }
  117149. declare module BABYLON {
  117150. /**
  117151. * 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.
  117152. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117153. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117154. */
  117155. export class CustomProceduralTexture extends ProceduralTexture {
  117156. private _animate;
  117157. private _time;
  117158. private _config;
  117159. private _texturePath;
  117160. /**
  117161. * Instantiates a new Custom Procedural Texture.
  117162. * 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.
  117163. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117164. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117165. * @param name Define the name of the texture
  117166. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117167. * @param size Define the size of the texture to create
  117168. * @param scene Define the scene the texture belongs to
  117169. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117170. * @param generateMipMaps Define if the texture should creates mip maps or not
  117171. */
  117172. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117173. private _loadJson;
  117174. /**
  117175. * Is the texture ready to be used ? (rendered at least once)
  117176. * @returns true if ready, otherwise, false.
  117177. */
  117178. isReady(): boolean;
  117179. /**
  117180. * Render the texture to its associated render target.
  117181. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117182. */
  117183. render(useCameraPostProcess?: boolean): void;
  117184. /**
  117185. * Update the list of dependant textures samplers in the shader.
  117186. */
  117187. updateTextures(): void;
  117188. /**
  117189. * Update the uniform values of the procedural texture in the shader.
  117190. */
  117191. updateShaderUniforms(): void;
  117192. /**
  117193. * Define if the texture animates or not.
  117194. */
  117195. animate: boolean;
  117196. }
  117197. }
  117198. declare module BABYLON {
  117199. /** @hidden */
  117200. export var noisePixelShader: {
  117201. name: string;
  117202. shader: string;
  117203. };
  117204. }
  117205. declare module BABYLON {
  117206. /**
  117207. * Class used to generate noise procedural textures
  117208. */
  117209. export class NoiseProceduralTexture extends ProceduralTexture {
  117210. private _time;
  117211. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117212. brightness: number;
  117213. /** Defines the number of octaves to process */
  117214. octaves: number;
  117215. /** Defines the level of persistence (0.8 by default) */
  117216. persistence: number;
  117217. /** Gets or sets animation speed factor (default is 1) */
  117218. animationSpeedFactor: number;
  117219. /**
  117220. * Creates a new NoiseProceduralTexture
  117221. * @param name defines the name fo the texture
  117222. * @param size defines the size of the texture (default is 256)
  117223. * @param scene defines the hosting scene
  117224. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117225. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117226. */
  117227. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117228. private _updateShaderUniforms;
  117229. protected _getDefines(): string;
  117230. /** Generate the current state of the procedural texture */
  117231. render(useCameraPostProcess?: boolean): void;
  117232. /**
  117233. * Serializes this noise procedural texture
  117234. * @returns a serialized noise procedural texture object
  117235. */
  117236. serialize(): any;
  117237. /**
  117238. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117239. * @param parsedTexture defines parsed texture data
  117240. * @param scene defines the current scene
  117241. * @param rootUrl defines the root URL containing noise procedural texture information
  117242. * @returns a parsed NoiseProceduralTexture
  117243. */
  117244. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117245. }
  117246. }
  117247. declare module BABYLON {
  117248. /**
  117249. * Raw cube texture where the raw buffers are passed in
  117250. */
  117251. export class RawCubeTexture extends CubeTexture {
  117252. /**
  117253. * Creates a cube texture where the raw buffers are passed in.
  117254. * @param scene defines the scene the texture is attached to
  117255. * @param data defines the array of data to use to create each face
  117256. * @param size defines the size of the textures
  117257. * @param format defines the format of the data
  117258. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117259. * @param generateMipMaps defines if the engine should generate the mip levels
  117260. * @param invertY defines if data must be stored with Y axis inverted
  117261. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117262. * @param compression defines the compression used (null by default)
  117263. */
  117264. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117265. /**
  117266. * Updates the raw cube texture.
  117267. * @param data defines the data to store
  117268. * @param format defines the data format
  117269. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117270. * @param invertY defines if data must be stored with Y axis inverted
  117271. * @param compression defines the compression used (null by default)
  117272. * @param level defines which level of the texture to update
  117273. */
  117274. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117275. /**
  117276. * Updates a raw cube texture with RGBD encoded data.
  117277. * @param data defines the array of data [mipmap][face] to use to create each face
  117278. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117279. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117280. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117281. * @returns a promsie that resolves when the operation is complete
  117282. */
  117283. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117284. /**
  117285. * Clones the raw cube texture.
  117286. * @return a new cube texture
  117287. */
  117288. clone(): CubeTexture;
  117289. /** @hidden */
  117290. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117291. }
  117292. }
  117293. declare module BABYLON {
  117294. /**
  117295. * Class used to store 3D textures containing user data
  117296. */
  117297. export class RawTexture3D extends Texture {
  117298. /** Gets or sets the texture format to use */
  117299. format: number;
  117300. private _engine;
  117301. /**
  117302. * Create a new RawTexture3D
  117303. * @param data defines the data of the texture
  117304. * @param width defines the width of the texture
  117305. * @param height defines the height of the texture
  117306. * @param depth defines the depth of the texture
  117307. * @param format defines the texture format to use
  117308. * @param scene defines the hosting scene
  117309. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117310. * @param invertY defines if texture must be stored with Y axis inverted
  117311. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117312. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117313. */
  117314. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117315. /** Gets or sets the texture format to use */
  117316. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117317. /**
  117318. * Update the texture with new data
  117319. * @param data defines the data to store in the texture
  117320. */
  117321. update(data: ArrayBufferView): void;
  117322. }
  117323. }
  117324. declare module BABYLON {
  117325. /**
  117326. * Creates a refraction texture used by refraction channel of the standard material.
  117327. * It is like a mirror but to see through a material.
  117328. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117329. */
  117330. export class RefractionTexture extends RenderTargetTexture {
  117331. /**
  117332. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117333. * 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.
  117334. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117335. */
  117336. refractionPlane: Plane;
  117337. /**
  117338. * Define how deep under the surface we should see.
  117339. */
  117340. depth: number;
  117341. /**
  117342. * Creates a refraction texture used by refraction channel of the standard material.
  117343. * It is like a mirror but to see through a material.
  117344. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117345. * @param name Define the texture name
  117346. * @param size Define the size of the underlying texture
  117347. * @param scene Define the scene the refraction belongs to
  117348. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117349. */
  117350. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117351. /**
  117352. * Clone the refraction texture.
  117353. * @returns the cloned texture
  117354. */
  117355. clone(): RefractionTexture;
  117356. /**
  117357. * Serialize the texture to a JSON representation you could use in Parse later on
  117358. * @returns the serialized JSON representation
  117359. */
  117360. serialize(): any;
  117361. }
  117362. }
  117363. declare module BABYLON {
  117364. /**
  117365. * Defines the options related to the creation of an HtmlElementTexture
  117366. */
  117367. export interface IHtmlElementTextureOptions {
  117368. /**
  117369. * Defines wether mip maps should be created or not.
  117370. */
  117371. generateMipMaps?: boolean;
  117372. /**
  117373. * Defines the sampling mode of the texture.
  117374. */
  117375. samplingMode?: number;
  117376. /**
  117377. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117378. */
  117379. engine: Nullable<Engine>;
  117380. /**
  117381. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117382. */
  117383. scene: Nullable<Scene>;
  117384. }
  117385. /**
  117386. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117387. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117388. * is automatically managed.
  117389. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117390. * in your application.
  117391. *
  117392. * As the update is not automatic, you need to call them manually.
  117393. */
  117394. export class HtmlElementTexture extends BaseTexture {
  117395. /**
  117396. * The texture URL.
  117397. */
  117398. element: HTMLVideoElement | HTMLCanvasElement;
  117399. private static readonly DefaultOptions;
  117400. private _textureMatrix;
  117401. private _engine;
  117402. private _isVideo;
  117403. private _generateMipMaps;
  117404. private _samplingMode;
  117405. /**
  117406. * Instantiates a HtmlElementTexture from the following parameters.
  117407. *
  117408. * @param name Defines the name of the texture
  117409. * @param element Defines the video or canvas the texture is filled with
  117410. * @param options Defines the other none mandatory texture creation options
  117411. */
  117412. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117413. private _createInternalTexture;
  117414. /**
  117415. * Returns the texture matrix used in most of the material.
  117416. */
  117417. getTextureMatrix(): Matrix;
  117418. /**
  117419. * Updates the content of the texture.
  117420. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117421. */
  117422. update(invertY?: Nullable<boolean>): void;
  117423. }
  117424. }
  117425. declare module BABYLON {
  117426. /**
  117427. * Enum used to define the target of a block
  117428. */
  117429. export enum NodeMaterialBlockTargets {
  117430. /** Vertex shader */
  117431. Vertex = 1,
  117432. /** Fragment shader */
  117433. Fragment = 2,
  117434. /** Neutral */
  117435. Neutral = 4,
  117436. /** Vertex and Fragment */
  117437. VertexAndFragment = 3
  117438. }
  117439. }
  117440. declare module BABYLON {
  117441. /**
  117442. * Defines the kind of connection point for node based material
  117443. */
  117444. export enum NodeMaterialBlockConnectionPointTypes {
  117445. /** Float */
  117446. Float = 1,
  117447. /** Int */
  117448. Int = 2,
  117449. /** Vector2 */
  117450. Vector2 = 4,
  117451. /** Vector3 */
  117452. Vector3 = 8,
  117453. /** Vector4 */
  117454. Vector4 = 16,
  117455. /** Color3 */
  117456. Color3 = 32,
  117457. /** Color4 */
  117458. Color4 = 64,
  117459. /** Matrix */
  117460. Matrix = 128,
  117461. /** Detect type based on connection */
  117462. AutoDetect = 1024,
  117463. /** Output type that will be defined by input type */
  117464. BasedOnInput = 2048
  117465. }
  117466. }
  117467. declare module BABYLON {
  117468. /**
  117469. * Root class for all node material optimizers
  117470. */
  117471. export class NodeMaterialOptimizer {
  117472. /**
  117473. * Function used to optimize a NodeMaterial graph
  117474. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117475. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117476. */
  117477. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117478. }
  117479. }
  117480. declare module BABYLON {
  117481. /**
  117482. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117483. */
  117484. export class TransformBlock extends NodeMaterialBlock {
  117485. /**
  117486. * Defines the value to use to complement W value to transform it to a Vector4
  117487. */
  117488. complementW: number;
  117489. /**
  117490. * Defines the value to use to complement z value to transform it to a Vector4
  117491. */
  117492. complementZ: number;
  117493. /**
  117494. * Creates a new TransformBlock
  117495. * @param name defines the block name
  117496. */
  117497. constructor(name: string);
  117498. /**
  117499. * Gets the current class name
  117500. * @returns the class name
  117501. */
  117502. getClassName(): string;
  117503. /**
  117504. * Gets the vector input
  117505. */
  117506. readonly vector: NodeMaterialConnectionPoint;
  117507. /**
  117508. * Gets the output component
  117509. */
  117510. readonly output: NodeMaterialConnectionPoint;
  117511. /**
  117512. * Gets the matrix transform input
  117513. */
  117514. readonly transform: NodeMaterialConnectionPoint;
  117515. protected _buildBlock(state: NodeMaterialBuildState): this;
  117516. serialize(): any;
  117517. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117518. protected _dumpPropertiesCode(): string;
  117519. }
  117520. }
  117521. declare module BABYLON {
  117522. /**
  117523. * Block used to output the vertex position
  117524. */
  117525. export class VertexOutputBlock extends NodeMaterialBlock {
  117526. /**
  117527. * Creates a new VertexOutputBlock
  117528. * @param name defines the block name
  117529. */
  117530. constructor(name: string);
  117531. /**
  117532. * Gets the current class name
  117533. * @returns the class name
  117534. */
  117535. getClassName(): string;
  117536. /**
  117537. * Gets the vector input component
  117538. */
  117539. readonly vector: NodeMaterialConnectionPoint;
  117540. protected _buildBlock(state: NodeMaterialBuildState): this;
  117541. }
  117542. }
  117543. declare module BABYLON {
  117544. /**
  117545. * Block used to output the final color
  117546. */
  117547. export class FragmentOutputBlock extends NodeMaterialBlock {
  117548. /**
  117549. * Create a new FragmentOutputBlock
  117550. * @param name defines the block name
  117551. */
  117552. constructor(name: string);
  117553. /**
  117554. * Gets the current class name
  117555. * @returns the class name
  117556. */
  117557. getClassName(): string;
  117558. /**
  117559. * Gets the rgba input component
  117560. */
  117561. readonly rgba: NodeMaterialConnectionPoint;
  117562. /**
  117563. * Gets the rgb input component
  117564. */
  117565. readonly rgb: NodeMaterialConnectionPoint;
  117566. /**
  117567. * Gets the a input component
  117568. */
  117569. readonly a: NodeMaterialConnectionPoint;
  117570. protected _buildBlock(state: NodeMaterialBuildState): this;
  117571. }
  117572. }
  117573. declare module BABYLON {
  117574. /**
  117575. * Enum used to define system values e.g. values automatically provided by the system
  117576. */
  117577. export enum NodeMaterialSystemValues {
  117578. /** World */
  117579. World = 1,
  117580. /** View */
  117581. View = 2,
  117582. /** Projection */
  117583. Projection = 3,
  117584. /** ViewProjection */
  117585. ViewProjection = 4,
  117586. /** WorldView */
  117587. WorldView = 5,
  117588. /** WorldViewProjection */
  117589. WorldViewProjection = 6,
  117590. /** CameraPosition */
  117591. CameraPosition = 7,
  117592. /** Fog Color */
  117593. FogColor = 8
  117594. }
  117595. }
  117596. declare module BABYLON {
  117597. /**
  117598. * Block used to read a reflection texture from a sampler
  117599. */
  117600. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117601. private _define3DName;
  117602. private _defineCubicName;
  117603. private _defineExplicitName;
  117604. private _defineProjectionName;
  117605. private _defineLocalCubicName;
  117606. private _defineSphericalName;
  117607. private _definePlanarName;
  117608. private _defineEquirectangularName;
  117609. private _defineMirroredEquirectangularFixedName;
  117610. private _defineEquirectangularFixedName;
  117611. private _defineSkyboxName;
  117612. private _cubeSamplerName;
  117613. private _2DSamplerName;
  117614. private _positionUVWName;
  117615. private _directionWName;
  117616. private _reflectionCoordsName;
  117617. private _reflection2DCoordsName;
  117618. private _reflectionColorName;
  117619. private _reflectionMatrixName;
  117620. /**
  117621. * Gets or sets the texture associated with the node
  117622. */
  117623. texture: Nullable<BaseTexture>;
  117624. /**
  117625. * Create a new TextureBlock
  117626. * @param name defines the block name
  117627. */
  117628. constructor(name: string);
  117629. /**
  117630. * Gets the current class name
  117631. * @returns the class name
  117632. */
  117633. getClassName(): string;
  117634. /**
  117635. * Gets the world position input component
  117636. */
  117637. readonly position: NodeMaterialConnectionPoint;
  117638. /**
  117639. * Gets the world position input component
  117640. */
  117641. readonly worldPosition: NodeMaterialConnectionPoint;
  117642. /**
  117643. * Gets the world normal input component
  117644. */
  117645. readonly worldNormal: NodeMaterialConnectionPoint;
  117646. /**
  117647. * Gets the world input component
  117648. */
  117649. readonly world: NodeMaterialConnectionPoint;
  117650. /**
  117651. * Gets the camera (or eye) position component
  117652. */
  117653. readonly cameraPosition: NodeMaterialConnectionPoint;
  117654. /**
  117655. * Gets the view input component
  117656. */
  117657. readonly view: NodeMaterialConnectionPoint;
  117658. /**
  117659. * Gets the rgb output component
  117660. */
  117661. readonly rgb: NodeMaterialConnectionPoint;
  117662. /**
  117663. * Gets the r output component
  117664. */
  117665. readonly r: NodeMaterialConnectionPoint;
  117666. /**
  117667. * Gets the g output component
  117668. */
  117669. readonly g: NodeMaterialConnectionPoint;
  117670. /**
  117671. * Gets the b output component
  117672. */
  117673. readonly b: NodeMaterialConnectionPoint;
  117674. autoConfigure(material: NodeMaterial): void;
  117675. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117676. isReady(): boolean;
  117677. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117678. private _injectVertexCode;
  117679. private _writeOutput;
  117680. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117681. serialize(): any;
  117682. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117683. }
  117684. }
  117685. declare module BABYLON {
  117686. /**
  117687. * Interface used to configure the node material editor
  117688. */
  117689. export interface INodeMaterialEditorOptions {
  117690. /** Define the URl to load node editor script */
  117691. editorURL?: string;
  117692. }
  117693. /** @hidden */
  117694. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117695. /** BONES */
  117696. NUM_BONE_INFLUENCERS: number;
  117697. BonesPerMesh: number;
  117698. BONETEXTURE: boolean;
  117699. /** MORPH TARGETS */
  117700. MORPHTARGETS: boolean;
  117701. MORPHTARGETS_NORMAL: boolean;
  117702. MORPHTARGETS_TANGENT: boolean;
  117703. MORPHTARGETS_UV: boolean;
  117704. NUM_MORPH_INFLUENCERS: number;
  117705. /** IMAGE PROCESSING */
  117706. IMAGEPROCESSING: boolean;
  117707. VIGNETTE: boolean;
  117708. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117709. VIGNETTEBLENDMODEOPAQUE: boolean;
  117710. TONEMAPPING: boolean;
  117711. TONEMAPPING_ACES: boolean;
  117712. CONTRAST: boolean;
  117713. EXPOSURE: boolean;
  117714. COLORCURVES: boolean;
  117715. COLORGRADING: boolean;
  117716. COLORGRADING3D: boolean;
  117717. SAMPLER3DGREENDEPTH: boolean;
  117718. SAMPLER3DBGRMAP: boolean;
  117719. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117720. constructor();
  117721. setValue(name: string, value: boolean): void;
  117722. }
  117723. /**
  117724. * Class used to configure NodeMaterial
  117725. */
  117726. export interface INodeMaterialOptions {
  117727. /**
  117728. * Defines if blocks should emit comments
  117729. */
  117730. emitComments: boolean;
  117731. }
  117732. /**
  117733. * Class used to create a node based material built by assembling shader blocks
  117734. */
  117735. export class NodeMaterial extends PushMaterial {
  117736. private static _BuildIdGenerator;
  117737. private _options;
  117738. private _vertexCompilationState;
  117739. private _fragmentCompilationState;
  117740. private _sharedData;
  117741. private _buildId;
  117742. private _buildWasSuccessful;
  117743. private _cachedWorldViewMatrix;
  117744. private _cachedWorldViewProjectionMatrix;
  117745. private _optimizers;
  117746. private _animationFrame;
  117747. /** Define the URl to load node editor script */
  117748. static EditorURL: string;
  117749. private BJSNODEMATERIALEDITOR;
  117750. /** Get the inspector from bundle or global */
  117751. private _getGlobalNodeMaterialEditor;
  117752. /**
  117753. * 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)
  117754. */
  117755. ignoreAlpha: boolean;
  117756. /**
  117757. * Defines the maximum number of lights that can be used in the material
  117758. */
  117759. maxSimultaneousLights: number;
  117760. /**
  117761. * Observable raised when the material is built
  117762. */
  117763. onBuildObservable: Observable<NodeMaterial>;
  117764. /**
  117765. * Gets or sets the root nodes of the material vertex shader
  117766. */
  117767. _vertexOutputNodes: NodeMaterialBlock[];
  117768. /**
  117769. * Gets or sets the root nodes of the material fragment (pixel) shader
  117770. */
  117771. _fragmentOutputNodes: NodeMaterialBlock[];
  117772. /** Gets or sets options to control the node material overall behavior */
  117773. options: INodeMaterialOptions;
  117774. /**
  117775. * Default configuration related to image processing available in the standard Material.
  117776. */
  117777. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117778. /**
  117779. * Gets the image processing configuration used either in this material.
  117780. */
  117781. /**
  117782. * Sets the Default image processing configuration used either in the this material.
  117783. *
  117784. * If sets to null, the scene one is in use.
  117785. */
  117786. imageProcessingConfiguration: ImageProcessingConfiguration;
  117787. /**
  117788. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  117789. */
  117790. attachedBlocks: NodeMaterialBlock[];
  117791. /**
  117792. * Create a new node based material
  117793. * @param name defines the material name
  117794. * @param scene defines the hosting scene
  117795. * @param options defines creation option
  117796. */
  117797. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  117798. /**
  117799. * Gets the current class name of the material e.g. "NodeMaterial"
  117800. * @returns the class name
  117801. */
  117802. getClassName(): string;
  117803. /**
  117804. * Keep track of the image processing observer to allow dispose and replace.
  117805. */
  117806. private _imageProcessingObserver;
  117807. /**
  117808. * Attaches a new image processing configuration to the Standard Material.
  117809. * @param configuration
  117810. */
  117811. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117812. /**
  117813. * Get a block by its name
  117814. * @param name defines the name of the block to retrieve
  117815. * @returns the required block or null if not found
  117816. */
  117817. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  117818. /**
  117819. * Get a block by its name
  117820. * @param predicate defines the predicate used to find the good candidate
  117821. * @returns the required block or null if not found
  117822. */
  117823. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  117824. /**
  117825. * Get an input block by its name
  117826. * @param predicate defines the predicate used to find the good candidate
  117827. * @returns the required input block or null if not found
  117828. */
  117829. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  117830. /**
  117831. * Gets the list of input blocks attached to this material
  117832. * @returns an array of InputBlocks
  117833. */
  117834. getInputBlocks(): InputBlock[];
  117835. /**
  117836. * Adds a new optimizer to the list of optimizers
  117837. * @param optimizer defines the optimizers to add
  117838. * @returns the current material
  117839. */
  117840. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117841. /**
  117842. * Remove an optimizer from the list of optimizers
  117843. * @param optimizer defines the optimizers to remove
  117844. * @returns the current material
  117845. */
  117846. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117847. /**
  117848. * Add a new block to the list of output nodes
  117849. * @param node defines the node to add
  117850. * @returns the current material
  117851. */
  117852. addOutputNode(node: NodeMaterialBlock): this;
  117853. /**
  117854. * Remove a block from the list of root nodes
  117855. * @param node defines the node to remove
  117856. * @returns the current material
  117857. */
  117858. removeOutputNode(node: NodeMaterialBlock): this;
  117859. private _addVertexOutputNode;
  117860. private _removeVertexOutputNode;
  117861. private _addFragmentOutputNode;
  117862. private _removeFragmentOutputNode;
  117863. /**
  117864. * Specifies if the material will require alpha blending
  117865. * @returns a boolean specifying if alpha blending is needed
  117866. */
  117867. needAlphaBlending(): boolean;
  117868. /**
  117869. * Specifies if this material should be rendered in alpha test mode
  117870. * @returns a boolean specifying if an alpha test is needed.
  117871. */
  117872. needAlphaTesting(): boolean;
  117873. private _initializeBlock;
  117874. private _resetDualBlocks;
  117875. /**
  117876. * Build the material and generates the inner effect
  117877. * @param verbose defines if the build should log activity
  117878. */
  117879. build(verbose?: boolean): void;
  117880. /**
  117881. * Runs an otpimization phase to try to improve the shader code
  117882. */
  117883. optimize(): void;
  117884. private _prepareDefinesForAttributes;
  117885. /**
  117886. * Get if the submesh is ready to be used and all its information available.
  117887. * Child classes can use it to update shaders
  117888. * @param mesh defines the mesh to check
  117889. * @param subMesh defines which submesh to check
  117890. * @param useInstances specifies that instances should be used
  117891. * @returns a boolean indicating that the submesh is ready or not
  117892. */
  117893. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117894. /**
  117895. * Get a string representing the shaders built by the current node graph
  117896. */
  117897. readonly compiledShaders: string;
  117898. /**
  117899. * Binds the world matrix to the material
  117900. * @param world defines the world transformation matrix
  117901. */
  117902. bindOnlyWorldMatrix(world: Matrix): void;
  117903. /**
  117904. * Binds the submesh to this material by preparing the effect and shader to draw
  117905. * @param world defines the world transformation matrix
  117906. * @param mesh defines the mesh containing the submesh
  117907. * @param subMesh defines the submesh to bind the material to
  117908. */
  117909. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117910. /**
  117911. * Gets the active textures from the material
  117912. * @returns an array of textures
  117913. */
  117914. getActiveTextures(): BaseTexture[];
  117915. /**
  117916. * Gets the list of texture blocks
  117917. * @returns an array of texture blocks
  117918. */
  117919. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  117920. /**
  117921. * Specifies if the material uses a texture
  117922. * @param texture defines the texture to check against the material
  117923. * @returns a boolean specifying if the material uses the texture
  117924. */
  117925. hasTexture(texture: BaseTexture): boolean;
  117926. /**
  117927. * Disposes the material
  117928. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  117929. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  117930. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  117931. */
  117932. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  117933. /** Creates the node editor window. */
  117934. private _createNodeEditor;
  117935. /**
  117936. * Launch the node material editor
  117937. * @param config Define the configuration of the editor
  117938. * @return a promise fulfilled when the node editor is visible
  117939. */
  117940. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  117941. /**
  117942. * Clear the current material
  117943. */
  117944. clear(): void;
  117945. /**
  117946. * Clear the current material and set it to a default state
  117947. */
  117948. setToDefault(): void;
  117949. /**
  117950. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  117951. * @param url defines the url to load from
  117952. * @returns a promise that will fullfil when the material is fully loaded
  117953. */
  117954. loadAsync(url: string): Promise<unknown>;
  117955. private _gatherBlocks;
  117956. /**
  117957. * Generate a string containing the code declaration required to create an equivalent of this material
  117958. * @returns a string
  117959. */
  117960. generateCode(): string;
  117961. /**
  117962. * Serializes this material in a JSON representation
  117963. * @returns the serialized material object
  117964. */
  117965. serialize(): any;
  117966. private _restoreConnections;
  117967. /**
  117968. * Clear the current graph and load a new one from a serialization object
  117969. * @param source defines the JSON representation of the material
  117970. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117971. */
  117972. loadFromSerialization(source: any, rootUrl?: string): void;
  117973. /**
  117974. * Creates a node material from parsed material data
  117975. * @param source defines the JSON representation of the material
  117976. * @param scene defines the hosting scene
  117977. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117978. * @returns a new node material
  117979. */
  117980. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  117981. /**
  117982. * Creates a new node material set to default basic configuration
  117983. * @param name defines the name of the material
  117984. * @param scene defines the hosting scene
  117985. * @returns a new NodeMaterial
  117986. */
  117987. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  117988. }
  117989. }
  117990. declare module BABYLON {
  117991. /**
  117992. * Block used to read a texture from a sampler
  117993. */
  117994. export class TextureBlock extends NodeMaterialBlock {
  117995. private _defineName;
  117996. private _samplerName;
  117997. private _transformedUVName;
  117998. private _textureTransformName;
  117999. private _textureInfoName;
  118000. private _mainUVName;
  118001. private _mainUVDefineName;
  118002. /**
  118003. * Gets or sets the texture associated with the node
  118004. */
  118005. texture: Nullable<BaseTexture>;
  118006. /**
  118007. * Create a new TextureBlock
  118008. * @param name defines the block name
  118009. */
  118010. constructor(name: string);
  118011. /**
  118012. * Gets the current class name
  118013. * @returns the class name
  118014. */
  118015. getClassName(): string;
  118016. /**
  118017. * Gets the uv input component
  118018. */
  118019. readonly uv: NodeMaterialConnectionPoint;
  118020. /**
  118021. * Gets the rgba output component
  118022. */
  118023. readonly rgba: NodeMaterialConnectionPoint;
  118024. /**
  118025. * Gets the rgb output component
  118026. */
  118027. readonly rgb: NodeMaterialConnectionPoint;
  118028. /**
  118029. * Gets the r output component
  118030. */
  118031. readonly r: NodeMaterialConnectionPoint;
  118032. /**
  118033. * Gets the g output component
  118034. */
  118035. readonly g: NodeMaterialConnectionPoint;
  118036. /**
  118037. * Gets the b output component
  118038. */
  118039. readonly b: NodeMaterialConnectionPoint;
  118040. /**
  118041. * Gets the a output component
  118042. */
  118043. readonly a: NodeMaterialConnectionPoint;
  118044. readonly target: NodeMaterialBlockTargets;
  118045. autoConfigure(material: NodeMaterial): void;
  118046. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118047. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118048. isReady(): boolean;
  118049. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118050. private readonly _isMixed;
  118051. private _injectVertexCode;
  118052. private _writeOutput;
  118053. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118054. protected _dumpPropertiesCode(): string;
  118055. serialize(): any;
  118056. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118057. }
  118058. }
  118059. declare module BABYLON {
  118060. /**
  118061. * Class used to store shared data between 2 NodeMaterialBuildState
  118062. */
  118063. export class NodeMaterialBuildStateSharedData {
  118064. /**
  118065. * Gets the list of emitted varyings
  118066. */
  118067. temps: string[];
  118068. /**
  118069. * Gets the list of emitted varyings
  118070. */
  118071. varyings: string[];
  118072. /**
  118073. * Gets the varying declaration string
  118074. */
  118075. varyingDeclaration: string;
  118076. /**
  118077. * Input blocks
  118078. */
  118079. inputBlocks: InputBlock[];
  118080. /**
  118081. * Input blocks
  118082. */
  118083. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118084. /**
  118085. * Bindable blocks (Blocks that need to set data to the effect)
  118086. */
  118087. bindableBlocks: NodeMaterialBlock[];
  118088. /**
  118089. * List of blocks that can provide a compilation fallback
  118090. */
  118091. blocksWithFallbacks: NodeMaterialBlock[];
  118092. /**
  118093. * List of blocks that can provide a define update
  118094. */
  118095. blocksWithDefines: NodeMaterialBlock[];
  118096. /**
  118097. * List of blocks that can provide a repeatable content
  118098. */
  118099. repeatableContentBlocks: NodeMaterialBlock[];
  118100. /**
  118101. * List of blocks that can provide a dynamic list of uniforms
  118102. */
  118103. dynamicUniformBlocks: NodeMaterialBlock[];
  118104. /**
  118105. * List of blocks that can block the isReady function for the material
  118106. */
  118107. blockingBlocks: NodeMaterialBlock[];
  118108. /**
  118109. * Gets the list of animated inputs
  118110. */
  118111. animatedInputs: InputBlock[];
  118112. /**
  118113. * Build Id used to avoid multiple recompilations
  118114. */
  118115. buildId: number;
  118116. /** List of emitted variables */
  118117. variableNames: {
  118118. [key: string]: number;
  118119. };
  118120. /** List of emitted defines */
  118121. defineNames: {
  118122. [key: string]: number;
  118123. };
  118124. /** Should emit comments? */
  118125. emitComments: boolean;
  118126. /** Emit build activity */
  118127. verbose: boolean;
  118128. /**
  118129. * Gets the compilation hints emitted at compilation time
  118130. */
  118131. hints: {
  118132. needWorldViewMatrix: boolean;
  118133. needWorldViewProjectionMatrix: boolean;
  118134. needAlphaBlending: boolean;
  118135. needAlphaTesting: boolean;
  118136. };
  118137. /**
  118138. * List of compilation checks
  118139. */
  118140. checks: {
  118141. emitVertex: boolean;
  118142. emitFragment: boolean;
  118143. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118144. };
  118145. /** Creates a new shared data */
  118146. constructor();
  118147. /**
  118148. * Emits console errors and exceptions if there is a failing check
  118149. */
  118150. emitErrors(): void;
  118151. }
  118152. }
  118153. declare module BABYLON {
  118154. /**
  118155. * Class used to store node based material build state
  118156. */
  118157. export class NodeMaterialBuildState {
  118158. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118159. supportUniformBuffers: boolean;
  118160. /**
  118161. * Gets the list of emitted attributes
  118162. */
  118163. attributes: string[];
  118164. /**
  118165. * Gets the list of emitted uniforms
  118166. */
  118167. uniforms: string[];
  118168. /**
  118169. * Gets the list of emitted uniform buffers
  118170. */
  118171. uniformBuffers: string[];
  118172. /**
  118173. * Gets the list of emitted samplers
  118174. */
  118175. samplers: string[];
  118176. /**
  118177. * Gets the list of emitted functions
  118178. */
  118179. functions: {
  118180. [key: string]: string;
  118181. };
  118182. /**
  118183. * Gets the target of the compilation state
  118184. */
  118185. target: NodeMaterialBlockTargets;
  118186. /**
  118187. * Gets the list of emitted counters
  118188. */
  118189. counters: {
  118190. [key: string]: number;
  118191. };
  118192. /**
  118193. * Shared data between multiple NodeMaterialBuildState instances
  118194. */
  118195. sharedData: NodeMaterialBuildStateSharedData;
  118196. /** @hidden */
  118197. _vertexState: NodeMaterialBuildState;
  118198. /** @hidden */
  118199. _attributeDeclaration: string;
  118200. /** @hidden */
  118201. _uniformDeclaration: string;
  118202. /** @hidden */
  118203. _samplerDeclaration: string;
  118204. /** @hidden */
  118205. _varyingTransfer: string;
  118206. private _repeatableContentAnchorIndex;
  118207. /** @hidden */
  118208. _builtCompilationString: string;
  118209. /**
  118210. * Gets the emitted compilation strings
  118211. */
  118212. compilationString: string;
  118213. /**
  118214. * Finalize the compilation strings
  118215. * @param state defines the current compilation state
  118216. */
  118217. finalize(state: NodeMaterialBuildState): void;
  118218. /** @hidden */
  118219. readonly _repeatableContentAnchor: string;
  118220. /** @hidden */
  118221. _getFreeVariableName(prefix: string): string;
  118222. /** @hidden */
  118223. _getFreeDefineName(prefix: string): string;
  118224. /** @hidden */
  118225. _excludeVariableName(name: string): void;
  118226. /** @hidden */
  118227. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118228. /** @hidden */
  118229. _emitFunction(name: string, code: string, comments: string): void;
  118230. /** @hidden */
  118231. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118232. replaceStrings?: {
  118233. search: RegExp;
  118234. replace: string;
  118235. }[];
  118236. repeatKey?: string;
  118237. }): string;
  118238. /** @hidden */
  118239. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118240. repeatKey?: string;
  118241. removeAttributes?: boolean;
  118242. removeUniforms?: boolean;
  118243. removeVaryings?: boolean;
  118244. removeIfDef?: boolean;
  118245. replaceStrings?: {
  118246. search: RegExp;
  118247. replace: string;
  118248. }[];
  118249. }, storeKey?: string): void;
  118250. /** @hidden */
  118251. _registerTempVariable(name: string): boolean;
  118252. /** @hidden */
  118253. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118254. /** @hidden */
  118255. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118256. }
  118257. }
  118258. declare module BABYLON {
  118259. /**
  118260. * Defines a block that can be used inside a node based material
  118261. */
  118262. export class NodeMaterialBlock {
  118263. private _buildId;
  118264. private _buildTarget;
  118265. private _target;
  118266. private _isFinalMerger;
  118267. private _isInput;
  118268. /** @hidden */
  118269. _codeVariableName: string;
  118270. /** @hidden */
  118271. _inputs: NodeMaterialConnectionPoint[];
  118272. /** @hidden */
  118273. _outputs: NodeMaterialConnectionPoint[];
  118274. /** @hidden */
  118275. _preparationId: number;
  118276. /**
  118277. * Gets or sets the name of the block
  118278. */
  118279. name: string;
  118280. /**
  118281. * Gets or sets the unique id of the node
  118282. */
  118283. uniqueId: number;
  118284. /**
  118285. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118286. */
  118287. readonly isFinalMerger: boolean;
  118288. /**
  118289. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118290. */
  118291. readonly isInput: boolean;
  118292. /**
  118293. * Gets or sets the build Id
  118294. */
  118295. buildId: number;
  118296. /**
  118297. * Gets or sets the target of the block
  118298. */
  118299. target: NodeMaterialBlockTargets;
  118300. /**
  118301. * Gets the list of input points
  118302. */
  118303. readonly inputs: NodeMaterialConnectionPoint[];
  118304. /** Gets the list of output points */
  118305. readonly outputs: NodeMaterialConnectionPoint[];
  118306. /**
  118307. * Find an input by its name
  118308. * @param name defines the name of the input to look for
  118309. * @returns the input or null if not found
  118310. */
  118311. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118312. /**
  118313. * Find an output by its name
  118314. * @param name defines the name of the outputto look for
  118315. * @returns the output or null if not found
  118316. */
  118317. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118318. /**
  118319. * Creates a new NodeMaterialBlock
  118320. * @param name defines the block name
  118321. * @param target defines the target of that block (Vertex by default)
  118322. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118323. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118324. */
  118325. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118326. /**
  118327. * Initialize the block and prepare the context for build
  118328. * @param state defines the state that will be used for the build
  118329. */
  118330. initialize(state: NodeMaterialBuildState): void;
  118331. /**
  118332. * Bind data to effect. Will only be called for blocks with isBindable === true
  118333. * @param effect defines the effect to bind data to
  118334. * @param nodeMaterial defines the hosting NodeMaterial
  118335. * @param mesh defines the mesh that will be rendered
  118336. */
  118337. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118338. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118339. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118340. protected _writeFloat(value: number): string;
  118341. /**
  118342. * Gets the current class name e.g. "NodeMaterialBlock"
  118343. * @returns the class name
  118344. */
  118345. getClassName(): string;
  118346. /**
  118347. * Register a new input. Must be called inside a block constructor
  118348. * @param name defines the connection point name
  118349. * @param type defines the connection point type
  118350. * @param isOptional defines a boolean indicating that this input can be omitted
  118351. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118352. * @returns the current block
  118353. */
  118354. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118355. /**
  118356. * Register a new output. Must be called inside a block constructor
  118357. * @param name defines the connection point name
  118358. * @param type defines the connection point type
  118359. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118360. * @returns the current block
  118361. */
  118362. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118363. /**
  118364. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118365. * @param forOutput defines an optional connection point to check compatibility with
  118366. * @returns the first available input or null
  118367. */
  118368. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118369. /**
  118370. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118371. * @param forBlock defines an optional block to check compatibility with
  118372. * @returns the first available input or null
  118373. */
  118374. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118375. /**
  118376. * Gets the sibling of the given output
  118377. * @param current defines the current output
  118378. * @returns the next output in the list or null
  118379. */
  118380. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118381. /**
  118382. * Connect current block with another block
  118383. * @param other defines the block to connect with
  118384. * @param options define the various options to help pick the right connections
  118385. * @returns the current block
  118386. */
  118387. connectTo(other: NodeMaterialBlock, options?: {
  118388. input?: string;
  118389. output?: string;
  118390. outputSwizzle?: string;
  118391. }): this | undefined;
  118392. protected _buildBlock(state: NodeMaterialBuildState): void;
  118393. /**
  118394. * Add uniforms, samplers and uniform buffers at compilation time
  118395. * @param state defines the state to update
  118396. * @param nodeMaterial defines the node material requesting the update
  118397. * @param defines defines the material defines to update
  118398. */
  118399. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118400. /**
  118401. * Add potential fallbacks if shader compilation fails
  118402. * @param mesh defines the mesh to be rendered
  118403. * @param fallbacks defines the current prioritized list of fallbacks
  118404. */
  118405. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118406. /**
  118407. * Update defines for shader compilation
  118408. * @param mesh defines the mesh to be rendered
  118409. * @param nodeMaterial defines the node material requesting the update
  118410. * @param defines defines the material defines to update
  118411. * @param useInstances specifies that instances should be used
  118412. */
  118413. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118414. /**
  118415. * Initialize defines for shader compilation
  118416. * @param mesh defines the mesh to be rendered
  118417. * @param nodeMaterial defines the node material requesting the update
  118418. * @param defines defines the material defines to be prepared
  118419. * @param useInstances specifies that instances should be used
  118420. */
  118421. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118422. /**
  118423. * Lets the block try to connect some inputs automatically
  118424. * @param material defines the hosting NodeMaterial
  118425. */
  118426. autoConfigure(material: NodeMaterial): void;
  118427. /**
  118428. * Function called when a block is declared as repeatable content generator
  118429. * @param vertexShaderState defines the current compilation state for the vertex shader
  118430. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118431. * @param mesh defines the mesh to be rendered
  118432. * @param defines defines the material defines to update
  118433. */
  118434. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118435. /**
  118436. * Checks if the block is ready
  118437. * @param mesh defines the mesh to be rendered
  118438. * @param nodeMaterial defines the node material requesting the update
  118439. * @param defines defines the material defines to update
  118440. * @param useInstances specifies that instances should be used
  118441. * @returns true if the block is ready
  118442. */
  118443. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118444. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118445. private _processBuild;
  118446. /**
  118447. * Compile the current node and generate the shader code
  118448. * @param state defines the current compilation state (uniforms, samplers, current string)
  118449. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118450. * @returns true if already built
  118451. */
  118452. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118453. protected _inputRename(name: string): string;
  118454. protected _outputRename(name: string): string;
  118455. protected _dumpPropertiesCode(): string;
  118456. /** @hidden */
  118457. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118458. /**
  118459. * Clone the current block to a new identical block
  118460. * @param scene defines the hosting scene
  118461. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118462. * @returns a copy of the current block
  118463. */
  118464. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118465. /**
  118466. * Serializes this block in a JSON representation
  118467. * @returns the serialized block object
  118468. */
  118469. serialize(): any;
  118470. /** @hidden */
  118471. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118472. }
  118473. }
  118474. declare module BABYLON {
  118475. /**
  118476. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118477. */
  118478. export enum NodeMaterialBlockConnectionPointMode {
  118479. /** Value is an uniform */
  118480. Uniform = 0,
  118481. /** Value is a mesh attribute */
  118482. Attribute = 1,
  118483. /** Value is a varying between vertex and fragment shaders */
  118484. Varying = 2,
  118485. /** Mode is undefined */
  118486. Undefined = 3
  118487. }
  118488. }
  118489. declare module BABYLON {
  118490. /**
  118491. * Enum defining the type of animations supported by InputBlock
  118492. */
  118493. export enum AnimatedInputBlockTypes {
  118494. /** No animation */
  118495. None = 0,
  118496. /** Time based animation. Will only work for floats */
  118497. Time = 1
  118498. }
  118499. }
  118500. declare module BABYLON {
  118501. /**
  118502. * Block used to expose an input value
  118503. */
  118504. export class InputBlock extends NodeMaterialBlock {
  118505. private _mode;
  118506. private _associatedVariableName;
  118507. private _storedValue;
  118508. private _valueCallback;
  118509. private _type;
  118510. private _animationType;
  118511. /** @hidden */
  118512. _systemValue: Nullable<NodeMaterialSystemValues>;
  118513. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118514. visibleInInspector: boolean;
  118515. /**
  118516. * Gets or sets the connection point type (default is float)
  118517. */
  118518. readonly type: NodeMaterialBlockConnectionPointTypes;
  118519. /**
  118520. * Creates a new InputBlock
  118521. * @param name defines the block name
  118522. * @param target defines the target of that block (Vertex by default)
  118523. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118524. */
  118525. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118526. /**
  118527. * Gets the output component
  118528. */
  118529. readonly output: NodeMaterialConnectionPoint;
  118530. /**
  118531. * Set the source of this connection point to a vertex attribute
  118532. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118533. * @returns the current connection point
  118534. */
  118535. setAsAttribute(attributeName?: string): InputBlock;
  118536. /**
  118537. * Set the source of this connection point to a system value
  118538. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118539. * @returns the current connection point
  118540. */
  118541. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118542. /**
  118543. * Gets or sets the value of that point.
  118544. * Please note that this value will be ignored if valueCallback is defined
  118545. */
  118546. value: any;
  118547. /**
  118548. * Gets or sets a callback used to get the value of that point.
  118549. * Please note that setting this value will force the connection point to ignore the value property
  118550. */
  118551. valueCallback: () => any;
  118552. /**
  118553. * Gets or sets the associated variable name in the shader
  118554. */
  118555. associatedVariableName: string;
  118556. /** Gets or sets the type of animation applied to the input */
  118557. animationType: AnimatedInputBlockTypes;
  118558. /**
  118559. * Gets a boolean indicating that this connection point not defined yet
  118560. */
  118561. readonly isUndefined: boolean;
  118562. /**
  118563. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118564. * In this case the connection point name must be the name of the uniform to use.
  118565. * Can only be set on inputs
  118566. */
  118567. isUniform: boolean;
  118568. /**
  118569. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118570. * In this case the connection point name must be the name of the attribute to use
  118571. * Can only be set on inputs
  118572. */
  118573. isAttribute: boolean;
  118574. /**
  118575. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118576. * Can only be set on exit points
  118577. */
  118578. isVarying: boolean;
  118579. /**
  118580. * Gets a boolean indicating that the current connection point is a system value
  118581. */
  118582. readonly isSystemValue: boolean;
  118583. /**
  118584. * Gets or sets the current well known value or null if not defined as a system value
  118585. */
  118586. systemValue: Nullable<NodeMaterialSystemValues>;
  118587. /**
  118588. * Gets the current class name
  118589. * @returns the class name
  118590. */
  118591. getClassName(): string;
  118592. /**
  118593. * Animate the input if animationType !== None
  118594. * @param scene defines the rendering scene
  118595. */
  118596. animate(scene: Scene): void;
  118597. private _emitDefine;
  118598. /**
  118599. * Set the input block to its default value (based on its type)
  118600. */
  118601. setDefaultValue(): void;
  118602. protected _dumpPropertiesCode(): string;
  118603. private _emit;
  118604. /** @hidden */
  118605. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118606. /** @hidden */
  118607. _transmit(effect: Effect, scene: Scene): void;
  118608. protected _buildBlock(state: NodeMaterialBuildState): void;
  118609. serialize(): any;
  118610. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118611. }
  118612. }
  118613. declare module BABYLON {
  118614. /**
  118615. * Defines a connection point for a block
  118616. */
  118617. export class NodeMaterialConnectionPoint {
  118618. /** @hidden */
  118619. _ownerBlock: NodeMaterialBlock;
  118620. /** @hidden */
  118621. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118622. private _endpoints;
  118623. private _associatedVariableName;
  118624. /** @hidden */
  118625. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118626. /** @hidden */
  118627. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118628. private _type;
  118629. /** @hidden */
  118630. _enforceAssociatedVariableName: boolean;
  118631. /**
  118632. * Gets or sets the additional types supported byt this connection point
  118633. */
  118634. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118635. /**
  118636. * Gets or sets the associated variable name in the shader
  118637. */
  118638. associatedVariableName: string;
  118639. /**
  118640. * Gets or sets the connection point type (default is float)
  118641. */
  118642. type: NodeMaterialBlockConnectionPointTypes;
  118643. /**
  118644. * Gets or sets the connection point name
  118645. */
  118646. name: string;
  118647. /**
  118648. * Gets or sets a boolean indicating that this connection point can be omitted
  118649. */
  118650. isOptional: boolean;
  118651. /**
  118652. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118653. */
  118654. define: string;
  118655. /** Gets or sets the target of that connection point */
  118656. target: NodeMaterialBlockTargets;
  118657. /**
  118658. * Gets a boolean indicating that the current point is connected
  118659. */
  118660. readonly isConnected: boolean;
  118661. /**
  118662. * Gets a boolean indicating that the current point is connected to an input block
  118663. */
  118664. readonly isConnectedToInputBlock: boolean;
  118665. /**
  118666. * Gets a the connected input block (if any)
  118667. */
  118668. readonly connectInputBlock: Nullable<InputBlock>;
  118669. /** Get the other side of the connection (if any) */
  118670. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118671. /** Get the block that owns this connection point */
  118672. readonly ownerBlock: NodeMaterialBlock;
  118673. /** Get the block connected on the other side of this connection (if any) */
  118674. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118675. /** Get the block connected on the endpoints of this connection (if any) */
  118676. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118677. /** Gets the list of connected endpoints */
  118678. readonly endpoints: NodeMaterialConnectionPoint[];
  118679. /** Gets a boolean indicating if that output point is connected to at least one input */
  118680. readonly hasEndpoints: boolean;
  118681. /**
  118682. * Creates a new connection point
  118683. * @param name defines the connection point name
  118684. * @param ownerBlock defines the block hosting this connection point
  118685. */
  118686. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118687. /**
  118688. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118689. * @returns the class name
  118690. */
  118691. getClassName(): string;
  118692. /**
  118693. * Gets an boolean indicating if the current point can be connected to another point
  118694. * @param connectionPoint defines the other connection point
  118695. * @returns true if the connection is possible
  118696. */
  118697. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118698. /**
  118699. * Connect this point to another connection point
  118700. * @param connectionPoint defines the other connection point
  118701. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118702. * @returns the current connection point
  118703. */
  118704. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118705. /**
  118706. * Disconnect this point from one of his endpoint
  118707. * @param endpoint defines the other connection point
  118708. * @returns the current connection point
  118709. */
  118710. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118711. /**
  118712. * Serializes this point in a JSON representation
  118713. * @returns the serialized point object
  118714. */
  118715. serialize(): any;
  118716. }
  118717. }
  118718. declare module BABYLON {
  118719. /**
  118720. * Block used to add support for vertex skinning (bones)
  118721. */
  118722. export class BonesBlock extends NodeMaterialBlock {
  118723. /**
  118724. * Creates a new BonesBlock
  118725. * @param name defines the block name
  118726. */
  118727. constructor(name: string);
  118728. /**
  118729. * Initialize the block and prepare the context for build
  118730. * @param state defines the state that will be used for the build
  118731. */
  118732. initialize(state: NodeMaterialBuildState): void;
  118733. /**
  118734. * Gets the current class name
  118735. * @returns the class name
  118736. */
  118737. getClassName(): string;
  118738. /**
  118739. * Gets the matrix indices input component
  118740. */
  118741. readonly matricesIndices: NodeMaterialConnectionPoint;
  118742. /**
  118743. * Gets the matrix weights input component
  118744. */
  118745. readonly matricesWeights: NodeMaterialConnectionPoint;
  118746. /**
  118747. * Gets the extra matrix indices input component
  118748. */
  118749. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  118750. /**
  118751. * Gets the extra matrix weights input component
  118752. */
  118753. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  118754. /**
  118755. * Gets the world input component
  118756. */
  118757. readonly world: NodeMaterialConnectionPoint;
  118758. /**
  118759. * Gets the output component
  118760. */
  118761. readonly output: NodeMaterialConnectionPoint;
  118762. autoConfigure(material: NodeMaterial): void;
  118763. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118764. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118765. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118766. protected _buildBlock(state: NodeMaterialBuildState): this;
  118767. }
  118768. }
  118769. declare module BABYLON {
  118770. /**
  118771. * Block used to add support for instances
  118772. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  118773. */
  118774. export class InstancesBlock extends NodeMaterialBlock {
  118775. /**
  118776. * Creates a new InstancesBlock
  118777. * @param name defines the block name
  118778. */
  118779. constructor(name: string);
  118780. /**
  118781. * Gets the current class name
  118782. * @returns the class name
  118783. */
  118784. getClassName(): string;
  118785. /**
  118786. * Gets the first world row input component
  118787. */
  118788. readonly world0: NodeMaterialConnectionPoint;
  118789. /**
  118790. * Gets the second world row input component
  118791. */
  118792. readonly world1: NodeMaterialConnectionPoint;
  118793. /**
  118794. * Gets the third world row input component
  118795. */
  118796. readonly world2: NodeMaterialConnectionPoint;
  118797. /**
  118798. * Gets the forth world row input component
  118799. */
  118800. readonly world3: NodeMaterialConnectionPoint;
  118801. /**
  118802. * Gets the world input component
  118803. */
  118804. readonly world: NodeMaterialConnectionPoint;
  118805. /**
  118806. * Gets the output component
  118807. */
  118808. readonly output: NodeMaterialConnectionPoint;
  118809. autoConfigure(material: NodeMaterial): void;
  118810. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118811. protected _buildBlock(state: NodeMaterialBuildState): this;
  118812. }
  118813. }
  118814. declare module BABYLON {
  118815. /**
  118816. * Block used to add morph targets support to vertex shader
  118817. */
  118818. export class MorphTargetsBlock extends NodeMaterialBlock {
  118819. private _repeatableContentAnchor;
  118820. private _repeatebleContentGenerated;
  118821. /**
  118822. * Create a new MorphTargetsBlock
  118823. * @param name defines the block name
  118824. */
  118825. constructor(name: string);
  118826. /**
  118827. * Gets the current class name
  118828. * @returns the class name
  118829. */
  118830. getClassName(): string;
  118831. /**
  118832. * Gets the position input component
  118833. */
  118834. readonly position: NodeMaterialConnectionPoint;
  118835. /**
  118836. * Gets the normal input component
  118837. */
  118838. readonly normal: NodeMaterialConnectionPoint;
  118839. /**
  118840. * Gets the tangent input component
  118841. */
  118842. readonly tangent: NodeMaterialConnectionPoint;
  118843. /**
  118844. * Gets the tangent input component
  118845. */
  118846. readonly uv: NodeMaterialConnectionPoint;
  118847. /**
  118848. * Gets the position output component
  118849. */
  118850. readonly positionOutput: NodeMaterialConnectionPoint;
  118851. /**
  118852. * Gets the normal output component
  118853. */
  118854. readonly normalOutput: NodeMaterialConnectionPoint;
  118855. /**
  118856. * Gets the tangent output component
  118857. */
  118858. readonly tangentOutput: NodeMaterialConnectionPoint;
  118859. /**
  118860. * Gets the tangent output component
  118861. */
  118862. readonly uvOutput: NodeMaterialConnectionPoint;
  118863. initialize(state: NodeMaterialBuildState): void;
  118864. autoConfigure(material: NodeMaterial): void;
  118865. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118866. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118867. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118868. protected _buildBlock(state: NodeMaterialBuildState): this;
  118869. }
  118870. }
  118871. declare module BABYLON {
  118872. /**
  118873. * Block used to get data information from a light
  118874. */
  118875. export class LightInformationBlock extends NodeMaterialBlock {
  118876. private _lightDataDefineName;
  118877. private _lightColorDefineName;
  118878. /**
  118879. * Gets or sets the light associated with this block
  118880. */
  118881. light: Nullable<Light>;
  118882. /**
  118883. * Creates a new LightInformationBlock
  118884. * @param name defines the block name
  118885. */
  118886. constructor(name: string);
  118887. /**
  118888. * Gets the current class name
  118889. * @returns the class name
  118890. */
  118891. getClassName(): string;
  118892. /**
  118893. * Gets the world position input component
  118894. */
  118895. readonly worldPosition: NodeMaterialConnectionPoint;
  118896. /**
  118897. * Gets the direction output component
  118898. */
  118899. readonly direction: NodeMaterialConnectionPoint;
  118900. /**
  118901. * Gets the direction output component
  118902. */
  118903. readonly color: NodeMaterialConnectionPoint;
  118904. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118905. protected _buildBlock(state: NodeMaterialBuildState): this;
  118906. serialize(): any;
  118907. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118908. }
  118909. }
  118910. declare module BABYLON {
  118911. /**
  118912. * Block used to add an alpha test in the fragment shader
  118913. */
  118914. export class AlphaTestBlock extends NodeMaterialBlock {
  118915. /**
  118916. * Gets or sets the alpha value where alpha testing happens
  118917. */
  118918. alphaCutOff: number;
  118919. /**
  118920. * Create a new AlphaTestBlock
  118921. * @param name defines the block name
  118922. */
  118923. constructor(name: string);
  118924. /**
  118925. * Gets the current class name
  118926. * @returns the class name
  118927. */
  118928. getClassName(): string;
  118929. /**
  118930. * Gets the color input component
  118931. */
  118932. readonly color: NodeMaterialConnectionPoint;
  118933. /**
  118934. * Gets the alpha input component
  118935. */
  118936. readonly alpha: NodeMaterialConnectionPoint;
  118937. protected _buildBlock(state: NodeMaterialBuildState): this;
  118938. protected _dumpPropertiesCode(): string;
  118939. serialize(): any;
  118940. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118941. }
  118942. }
  118943. declare module BABYLON {
  118944. /**
  118945. * Block used to add image processing support to fragment shader
  118946. */
  118947. export class ImageProcessingBlock extends NodeMaterialBlock {
  118948. /**
  118949. * Create a new ImageProcessingBlock
  118950. * @param name defines the block name
  118951. */
  118952. constructor(name: string);
  118953. /**
  118954. * Gets the current class name
  118955. * @returns the class name
  118956. */
  118957. getClassName(): string;
  118958. /**
  118959. * Gets the color input component
  118960. */
  118961. readonly color: NodeMaterialConnectionPoint;
  118962. /**
  118963. * Gets the output component
  118964. */
  118965. readonly output: NodeMaterialConnectionPoint;
  118966. /**
  118967. * Initialize the block and prepare the context for build
  118968. * @param state defines the state that will be used for the build
  118969. */
  118970. initialize(state: NodeMaterialBuildState): void;
  118971. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  118972. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118973. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118974. protected _buildBlock(state: NodeMaterialBuildState): this;
  118975. }
  118976. }
  118977. declare module BABYLON {
  118978. /**
  118979. * Block used to add support for scene fog
  118980. */
  118981. export class FogBlock extends NodeMaterialBlock {
  118982. private _fogDistanceName;
  118983. private _fogParameters;
  118984. /**
  118985. * Create a new FogBlock
  118986. * @param name defines the block name
  118987. */
  118988. constructor(name: string);
  118989. /**
  118990. * Gets the current class name
  118991. * @returns the class name
  118992. */
  118993. getClassName(): string;
  118994. /**
  118995. * Gets the world position input component
  118996. */
  118997. readonly worldPosition: NodeMaterialConnectionPoint;
  118998. /**
  118999. * Gets the view input component
  119000. */
  119001. readonly view: NodeMaterialConnectionPoint;
  119002. /**
  119003. * Gets the color input component
  119004. */
  119005. readonly input: NodeMaterialConnectionPoint;
  119006. /**
  119007. * Gets the fog color input component
  119008. */
  119009. readonly fogColor: NodeMaterialConnectionPoint;
  119010. /**
  119011. * Gets the output component
  119012. */
  119013. readonly output: NodeMaterialConnectionPoint;
  119014. autoConfigure(material: NodeMaterial): void;
  119015. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119016. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119017. protected _buildBlock(state: NodeMaterialBuildState): this;
  119018. }
  119019. }
  119020. declare module BABYLON {
  119021. /**
  119022. * Block used to add light in the fragment shader
  119023. */
  119024. export class LightBlock extends NodeMaterialBlock {
  119025. private _lightId;
  119026. /**
  119027. * Gets or sets the light associated with this block
  119028. */
  119029. light: Nullable<Light>;
  119030. /**
  119031. * Create a new LightBlock
  119032. * @param name defines the block name
  119033. */
  119034. constructor(name: string);
  119035. /**
  119036. * Gets the current class name
  119037. * @returns the class name
  119038. */
  119039. getClassName(): string;
  119040. /**
  119041. * Gets the world position input component
  119042. */
  119043. readonly worldPosition: NodeMaterialConnectionPoint;
  119044. /**
  119045. * Gets the world normal input component
  119046. */
  119047. readonly worldNormal: NodeMaterialConnectionPoint;
  119048. /**
  119049. * Gets the camera (or eye) position component
  119050. */
  119051. readonly cameraPosition: NodeMaterialConnectionPoint;
  119052. /**
  119053. * Gets the diffuse output component
  119054. */
  119055. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119056. /**
  119057. * Gets the specular output component
  119058. */
  119059. readonly specularOutput: NodeMaterialConnectionPoint;
  119060. autoConfigure(material: NodeMaterial): void;
  119061. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119062. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119063. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119064. private _injectVertexCode;
  119065. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119066. serialize(): any;
  119067. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119068. }
  119069. }
  119070. declare module BABYLON {
  119071. /**
  119072. * Block used to multiply 2 values
  119073. */
  119074. export class MultiplyBlock extends NodeMaterialBlock {
  119075. /**
  119076. * Creates a new MultiplyBlock
  119077. * @param name defines the block name
  119078. */
  119079. constructor(name: string);
  119080. /**
  119081. * Gets the current class name
  119082. * @returns the class name
  119083. */
  119084. getClassName(): string;
  119085. /**
  119086. * Gets the left operand input component
  119087. */
  119088. readonly left: NodeMaterialConnectionPoint;
  119089. /**
  119090. * Gets the right operand input component
  119091. */
  119092. readonly right: NodeMaterialConnectionPoint;
  119093. /**
  119094. * Gets the output component
  119095. */
  119096. readonly output: NodeMaterialConnectionPoint;
  119097. protected _buildBlock(state: NodeMaterialBuildState): this;
  119098. }
  119099. }
  119100. declare module BABYLON {
  119101. /**
  119102. * Block used to add 2 vectors
  119103. */
  119104. export class AddBlock extends NodeMaterialBlock {
  119105. /**
  119106. * Creates a new AddBlock
  119107. * @param name defines the block name
  119108. */
  119109. constructor(name: string);
  119110. /**
  119111. * Gets the current class name
  119112. * @returns the class name
  119113. */
  119114. getClassName(): string;
  119115. /**
  119116. * Gets the left operand input component
  119117. */
  119118. readonly left: NodeMaterialConnectionPoint;
  119119. /**
  119120. * Gets the right operand input component
  119121. */
  119122. readonly right: NodeMaterialConnectionPoint;
  119123. /**
  119124. * Gets the output component
  119125. */
  119126. readonly output: NodeMaterialConnectionPoint;
  119127. protected _buildBlock(state: NodeMaterialBuildState): this;
  119128. }
  119129. }
  119130. declare module BABYLON {
  119131. /**
  119132. * Block used to scale a vector by a float
  119133. */
  119134. export class ScaleBlock extends NodeMaterialBlock {
  119135. /**
  119136. * Creates a new ScaleBlock
  119137. * @param name defines the block name
  119138. */
  119139. constructor(name: string);
  119140. /**
  119141. * Gets the current class name
  119142. * @returns the class name
  119143. */
  119144. getClassName(): string;
  119145. /**
  119146. * Gets the input component
  119147. */
  119148. readonly input: NodeMaterialConnectionPoint;
  119149. /**
  119150. * Gets the factor input component
  119151. */
  119152. readonly factor: NodeMaterialConnectionPoint;
  119153. /**
  119154. * Gets the output component
  119155. */
  119156. readonly output: NodeMaterialConnectionPoint;
  119157. protected _buildBlock(state: NodeMaterialBuildState): this;
  119158. }
  119159. }
  119160. declare module BABYLON {
  119161. /**
  119162. * Block used to clamp a float
  119163. */
  119164. export class ClampBlock extends NodeMaterialBlock {
  119165. /** Gets or sets the minimum range */
  119166. minimum: number;
  119167. /** Gets or sets the maximum range */
  119168. maximum: number;
  119169. /**
  119170. * Creates a new ClampBlock
  119171. * @param name defines the block name
  119172. */
  119173. constructor(name: string);
  119174. /**
  119175. * Gets the current class name
  119176. * @returns the class name
  119177. */
  119178. getClassName(): string;
  119179. /**
  119180. * Gets the value input component
  119181. */
  119182. readonly value: NodeMaterialConnectionPoint;
  119183. /**
  119184. * Gets the output component
  119185. */
  119186. readonly output: NodeMaterialConnectionPoint;
  119187. protected _buildBlock(state: NodeMaterialBuildState): this;
  119188. protected _dumpPropertiesCode(): string;
  119189. serialize(): any;
  119190. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119191. }
  119192. }
  119193. declare module BABYLON {
  119194. /**
  119195. * Block used to apply a cross product between 2 vectors
  119196. */
  119197. export class CrossBlock extends NodeMaterialBlock {
  119198. /**
  119199. * Creates a new CrossBlock
  119200. * @param name defines the block name
  119201. */
  119202. constructor(name: string);
  119203. /**
  119204. * Gets the current class name
  119205. * @returns the class name
  119206. */
  119207. getClassName(): string;
  119208. /**
  119209. * Gets the left operand input component
  119210. */
  119211. readonly left: NodeMaterialConnectionPoint;
  119212. /**
  119213. * Gets the right operand input component
  119214. */
  119215. readonly right: NodeMaterialConnectionPoint;
  119216. /**
  119217. * Gets the output component
  119218. */
  119219. readonly output: NodeMaterialConnectionPoint;
  119220. protected _buildBlock(state: NodeMaterialBuildState): this;
  119221. }
  119222. }
  119223. declare module BABYLON {
  119224. /**
  119225. * Block used to apply a dot product between 2 vectors
  119226. */
  119227. export class DotBlock extends NodeMaterialBlock {
  119228. /**
  119229. * Creates a new DotBlock
  119230. * @param name defines the block name
  119231. */
  119232. constructor(name: string);
  119233. /**
  119234. * Gets the current class name
  119235. * @returns the class name
  119236. */
  119237. getClassName(): string;
  119238. /**
  119239. * Gets the left operand input component
  119240. */
  119241. readonly left: NodeMaterialConnectionPoint;
  119242. /**
  119243. * Gets the right operand input component
  119244. */
  119245. readonly right: NodeMaterialConnectionPoint;
  119246. /**
  119247. * Gets the output component
  119248. */
  119249. readonly output: NodeMaterialConnectionPoint;
  119250. protected _buildBlock(state: NodeMaterialBuildState): this;
  119251. }
  119252. }
  119253. declare module BABYLON {
  119254. /**
  119255. * Block used to remap a float from a range to a new one
  119256. */
  119257. export class RemapBlock extends NodeMaterialBlock {
  119258. /**
  119259. * Gets or sets the source range
  119260. */
  119261. sourceRange: Vector2;
  119262. /**
  119263. * Gets or sets the target range
  119264. */
  119265. targetRange: Vector2;
  119266. /**
  119267. * Creates a new RemapBlock
  119268. * @param name defines the block name
  119269. */
  119270. constructor(name: string);
  119271. /**
  119272. * Gets the current class name
  119273. * @returns the class name
  119274. */
  119275. getClassName(): string;
  119276. /**
  119277. * Gets the input component
  119278. */
  119279. readonly input: NodeMaterialConnectionPoint;
  119280. /**
  119281. * Gets the output component
  119282. */
  119283. readonly output: NodeMaterialConnectionPoint;
  119284. protected _buildBlock(state: NodeMaterialBuildState): this;
  119285. protected _dumpPropertiesCode(): string;
  119286. serialize(): any;
  119287. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119288. }
  119289. }
  119290. declare module BABYLON {
  119291. /**
  119292. * Block used to normalize a vector
  119293. */
  119294. export class NormalizeBlock extends NodeMaterialBlock {
  119295. /**
  119296. * Creates a new NormalizeBlock
  119297. * @param name defines the block name
  119298. */
  119299. constructor(name: string);
  119300. /**
  119301. * Gets the current class name
  119302. * @returns the class name
  119303. */
  119304. getClassName(): string;
  119305. /**
  119306. * Gets the input component
  119307. */
  119308. readonly input: NodeMaterialConnectionPoint;
  119309. /**
  119310. * Gets the output component
  119311. */
  119312. readonly output: NodeMaterialConnectionPoint;
  119313. protected _buildBlock(state: NodeMaterialBuildState): this;
  119314. }
  119315. }
  119316. declare module BABYLON {
  119317. /**
  119318. * Operations supported by the Trigonometry block
  119319. */
  119320. export enum TrigonometryBlockOperations {
  119321. /** Cos */
  119322. Cos = 0,
  119323. /** Sin */
  119324. Sin = 1,
  119325. /** Abs */
  119326. Abs = 2,
  119327. /** Exp */
  119328. Exp = 3,
  119329. /** Exp2 */
  119330. Exp2 = 4,
  119331. /** Round */
  119332. Round = 5,
  119333. /** Floor */
  119334. Floor = 6,
  119335. /** Ceiling */
  119336. Ceiling = 7
  119337. }
  119338. /**
  119339. * Block used to apply trigonometry operation to floats
  119340. */
  119341. export class TrigonometryBlock extends NodeMaterialBlock {
  119342. /**
  119343. * Gets or sets the operation applied by the block
  119344. */
  119345. operation: TrigonometryBlockOperations;
  119346. /**
  119347. * Creates a new TrigonometryBlock
  119348. * @param name defines the block name
  119349. */
  119350. constructor(name: string);
  119351. /**
  119352. * Gets the current class name
  119353. * @returns the class name
  119354. */
  119355. getClassName(): string;
  119356. /**
  119357. * Gets the input component
  119358. */
  119359. readonly input: NodeMaterialConnectionPoint;
  119360. /**
  119361. * Gets the output component
  119362. */
  119363. readonly output: NodeMaterialConnectionPoint;
  119364. protected _buildBlock(state: NodeMaterialBuildState): this;
  119365. serialize(): any;
  119366. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119367. }
  119368. }
  119369. declare module BABYLON {
  119370. /**
  119371. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119372. */
  119373. export class ColorMergerBlock extends NodeMaterialBlock {
  119374. /**
  119375. * Create a new ColorMergerBlock
  119376. * @param name defines the block name
  119377. */
  119378. constructor(name: string);
  119379. /**
  119380. * Gets the current class name
  119381. * @returns the class name
  119382. */
  119383. getClassName(): string;
  119384. /**
  119385. * Gets the r component (input)
  119386. */
  119387. readonly r: NodeMaterialConnectionPoint;
  119388. /**
  119389. * Gets the g component (input)
  119390. */
  119391. readonly g: NodeMaterialConnectionPoint;
  119392. /**
  119393. * Gets the b component (input)
  119394. */
  119395. readonly b: NodeMaterialConnectionPoint;
  119396. /**
  119397. * Gets the a component (input)
  119398. */
  119399. readonly a: NodeMaterialConnectionPoint;
  119400. /**
  119401. * Gets the rgba component (output)
  119402. */
  119403. readonly rgba: NodeMaterialConnectionPoint;
  119404. /**
  119405. * Gets the rgb component (output)
  119406. */
  119407. readonly rgb: NodeMaterialConnectionPoint;
  119408. protected _buildBlock(state: NodeMaterialBuildState): this;
  119409. }
  119410. }
  119411. declare module BABYLON {
  119412. /**
  119413. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119414. */
  119415. export class VectorMergerBlock extends NodeMaterialBlock {
  119416. /**
  119417. * Create a new VectorMergerBlock
  119418. * @param name defines the block name
  119419. */
  119420. constructor(name: string);
  119421. /**
  119422. * Gets the current class name
  119423. * @returns the class name
  119424. */
  119425. getClassName(): string;
  119426. /**
  119427. * Gets the x component (input)
  119428. */
  119429. readonly x: NodeMaterialConnectionPoint;
  119430. /**
  119431. * Gets the y component (input)
  119432. */
  119433. readonly y: NodeMaterialConnectionPoint;
  119434. /**
  119435. * Gets the z component (input)
  119436. */
  119437. readonly z: NodeMaterialConnectionPoint;
  119438. /**
  119439. * Gets the w component (input)
  119440. */
  119441. readonly w: NodeMaterialConnectionPoint;
  119442. /**
  119443. * Gets the xyzw component (output)
  119444. */
  119445. readonly xyzw: NodeMaterialConnectionPoint;
  119446. /**
  119447. * Gets the xyz component (output)
  119448. */
  119449. readonly xyz: NodeMaterialConnectionPoint;
  119450. /**
  119451. * Gets the xy component (output)
  119452. */
  119453. readonly xy: NodeMaterialConnectionPoint;
  119454. protected _buildBlock(state: NodeMaterialBuildState): this;
  119455. }
  119456. }
  119457. declare module BABYLON {
  119458. /**
  119459. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119460. */
  119461. export class ColorSplitterBlock extends NodeMaterialBlock {
  119462. /**
  119463. * Create a new ColorSplitterBlock
  119464. * @param name defines the block name
  119465. */
  119466. constructor(name: string);
  119467. /**
  119468. * Gets the current class name
  119469. * @returns the class name
  119470. */
  119471. getClassName(): string;
  119472. /**
  119473. * Gets the rgba component (input)
  119474. */
  119475. readonly rgba: NodeMaterialConnectionPoint;
  119476. /**
  119477. * Gets the rgb component (input)
  119478. */
  119479. readonly rgbIn: NodeMaterialConnectionPoint;
  119480. /**
  119481. * Gets the rgb component (output)
  119482. */
  119483. readonly rgbOut: NodeMaterialConnectionPoint;
  119484. /**
  119485. * Gets the r component (output)
  119486. */
  119487. readonly r: NodeMaterialConnectionPoint;
  119488. /**
  119489. * Gets the g component (output)
  119490. */
  119491. readonly g: NodeMaterialConnectionPoint;
  119492. /**
  119493. * Gets the b component (output)
  119494. */
  119495. readonly b: NodeMaterialConnectionPoint;
  119496. /**
  119497. * Gets the a component (output)
  119498. */
  119499. readonly a: NodeMaterialConnectionPoint;
  119500. protected _inputRename(name: string): string;
  119501. protected _outputRename(name: string): string;
  119502. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119503. }
  119504. }
  119505. declare module BABYLON {
  119506. /**
  119507. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119508. */
  119509. export class VectorSplitterBlock extends NodeMaterialBlock {
  119510. /**
  119511. * Create a new VectorSplitterBlock
  119512. * @param name defines the block name
  119513. */
  119514. constructor(name: string);
  119515. /**
  119516. * Gets the current class name
  119517. * @returns the class name
  119518. */
  119519. getClassName(): string;
  119520. /**
  119521. * Gets the xyzw component (input)
  119522. */
  119523. readonly xyzw: NodeMaterialConnectionPoint;
  119524. /**
  119525. * Gets the xyz component (input)
  119526. */
  119527. readonly xyzIn: NodeMaterialConnectionPoint;
  119528. /**
  119529. * Gets the xy component (input)
  119530. */
  119531. readonly xyIn: NodeMaterialConnectionPoint;
  119532. /**
  119533. * Gets the xyz component (output)
  119534. */
  119535. readonly xyzOut: NodeMaterialConnectionPoint;
  119536. /**
  119537. * Gets the xy component (output)
  119538. */
  119539. readonly xyOut: NodeMaterialConnectionPoint;
  119540. /**
  119541. * Gets the x component (output)
  119542. */
  119543. readonly x: NodeMaterialConnectionPoint;
  119544. /**
  119545. * Gets the y component (output)
  119546. */
  119547. readonly y: NodeMaterialConnectionPoint;
  119548. /**
  119549. * Gets the z component (output)
  119550. */
  119551. readonly z: NodeMaterialConnectionPoint;
  119552. /**
  119553. * Gets the w component (output)
  119554. */
  119555. readonly w: NodeMaterialConnectionPoint;
  119556. protected _inputRename(name: string): string;
  119557. protected _outputRename(name: string): string;
  119558. protected _buildBlock(state: NodeMaterialBuildState): this;
  119559. }
  119560. }
  119561. declare module BABYLON {
  119562. /**
  119563. * Block used to lerp 2 values
  119564. */
  119565. export class LerpBlock extends NodeMaterialBlock {
  119566. /**
  119567. * Creates a new LerpBlock
  119568. * @param name defines the block name
  119569. */
  119570. constructor(name: string);
  119571. /**
  119572. * Gets the current class name
  119573. * @returns the class name
  119574. */
  119575. getClassName(): string;
  119576. /**
  119577. * Gets the left operand input component
  119578. */
  119579. readonly left: NodeMaterialConnectionPoint;
  119580. /**
  119581. * Gets the right operand input component
  119582. */
  119583. readonly right: NodeMaterialConnectionPoint;
  119584. /**
  119585. * Gets the gradient operand input component
  119586. */
  119587. readonly gradient: NodeMaterialConnectionPoint;
  119588. /**
  119589. * Gets the output component
  119590. */
  119591. readonly output: NodeMaterialConnectionPoint;
  119592. protected _buildBlock(state: NodeMaterialBuildState): this;
  119593. }
  119594. }
  119595. declare module BABYLON {
  119596. /**
  119597. * Block used to divide 2 vectors
  119598. */
  119599. export class DivideBlock extends NodeMaterialBlock {
  119600. /**
  119601. * Creates a new DivideBlock
  119602. * @param name defines the block name
  119603. */
  119604. constructor(name: string);
  119605. /**
  119606. * Gets the current class name
  119607. * @returns the class name
  119608. */
  119609. getClassName(): string;
  119610. /**
  119611. * Gets the left operand input component
  119612. */
  119613. readonly left: NodeMaterialConnectionPoint;
  119614. /**
  119615. * Gets the right operand input component
  119616. */
  119617. readonly right: NodeMaterialConnectionPoint;
  119618. /**
  119619. * Gets the output component
  119620. */
  119621. readonly output: NodeMaterialConnectionPoint;
  119622. protected _buildBlock(state: NodeMaterialBuildState): this;
  119623. }
  119624. }
  119625. declare module BABYLON {
  119626. /**
  119627. * Block used to subtract 2 vectors
  119628. */
  119629. export class SubtractBlock extends NodeMaterialBlock {
  119630. /**
  119631. * Creates a new SubtractBlock
  119632. * @param name defines the block name
  119633. */
  119634. constructor(name: string);
  119635. /**
  119636. * Gets the current class name
  119637. * @returns the class name
  119638. */
  119639. getClassName(): string;
  119640. /**
  119641. * Gets the left operand input component
  119642. */
  119643. readonly left: NodeMaterialConnectionPoint;
  119644. /**
  119645. * Gets the right operand input component
  119646. */
  119647. readonly right: NodeMaterialConnectionPoint;
  119648. /**
  119649. * Gets the output component
  119650. */
  119651. readonly output: NodeMaterialConnectionPoint;
  119652. protected _buildBlock(state: NodeMaterialBuildState): this;
  119653. }
  119654. }
  119655. declare module BABYLON {
  119656. /**
  119657. * Block used to step a value
  119658. */
  119659. export class StepBlock extends NodeMaterialBlock {
  119660. /**
  119661. * Creates a new AddBlock
  119662. * @param name defines the block name
  119663. */
  119664. constructor(name: string);
  119665. /**
  119666. * Gets the current class name
  119667. * @returns the class name
  119668. */
  119669. getClassName(): string;
  119670. /**
  119671. * Gets the value operand input component
  119672. */
  119673. readonly value: NodeMaterialConnectionPoint;
  119674. /**
  119675. * Gets the edge operand input component
  119676. */
  119677. readonly edge: NodeMaterialConnectionPoint;
  119678. /**
  119679. * Gets the output component
  119680. */
  119681. readonly output: NodeMaterialConnectionPoint;
  119682. protected _buildBlock(state: NodeMaterialBuildState): this;
  119683. }
  119684. }
  119685. declare module BABYLON {
  119686. /**
  119687. * Block used to get the opposite of a value
  119688. */
  119689. export class OppositeBlock extends NodeMaterialBlock {
  119690. /**
  119691. * Creates a new OppositeBlock
  119692. * @param name defines the block name
  119693. */
  119694. constructor(name: string);
  119695. /**
  119696. * Gets the current class name
  119697. * @returns the class name
  119698. */
  119699. getClassName(): string;
  119700. /**
  119701. * Gets the input component
  119702. */
  119703. readonly input: NodeMaterialConnectionPoint;
  119704. /**
  119705. * Gets the output component
  119706. */
  119707. readonly output: NodeMaterialConnectionPoint;
  119708. protected _buildBlock(state: NodeMaterialBuildState): this;
  119709. }
  119710. }
  119711. declare module BABYLON {
  119712. /**
  119713. * Block used to get the view direction
  119714. */
  119715. export class ViewDirectionBlock extends NodeMaterialBlock {
  119716. /**
  119717. * Creates a new ViewDirectionBlock
  119718. * @param name defines the block name
  119719. */
  119720. constructor(name: string);
  119721. /**
  119722. * Gets the current class name
  119723. * @returns the class name
  119724. */
  119725. getClassName(): string;
  119726. /**
  119727. * Gets the world position component
  119728. */
  119729. readonly worldPosition: NodeMaterialConnectionPoint;
  119730. /**
  119731. * Gets the camera position component
  119732. */
  119733. readonly cameraPosition: NodeMaterialConnectionPoint;
  119734. /**
  119735. * Gets the output component
  119736. */
  119737. readonly output: NodeMaterialConnectionPoint;
  119738. autoConfigure(material: NodeMaterial): void;
  119739. protected _buildBlock(state: NodeMaterialBuildState): this;
  119740. }
  119741. }
  119742. declare module BABYLON {
  119743. /**
  119744. * Block used to compute fresnel value
  119745. */
  119746. export class FresnelBlock extends NodeMaterialBlock {
  119747. /**
  119748. * Create a new FresnelBlock
  119749. * @param name defines the block name
  119750. */
  119751. constructor(name: string);
  119752. /**
  119753. * Gets the current class name
  119754. * @returns the class name
  119755. */
  119756. getClassName(): string;
  119757. /**
  119758. * Gets the world normal input component
  119759. */
  119760. readonly worldNormal: NodeMaterialConnectionPoint;
  119761. /**
  119762. * Gets the view direction input component
  119763. */
  119764. readonly viewDirection: NodeMaterialConnectionPoint;
  119765. /**
  119766. * Gets the bias input component
  119767. */
  119768. readonly bias: NodeMaterialConnectionPoint;
  119769. /**
  119770. * Gets the camera (or eye) position component
  119771. */
  119772. readonly power: NodeMaterialConnectionPoint;
  119773. /**
  119774. * Gets the fresnel output component
  119775. */
  119776. readonly fresnel: NodeMaterialConnectionPoint;
  119777. autoConfigure(material: NodeMaterial): void;
  119778. protected _buildBlock(state: NodeMaterialBuildState): this;
  119779. }
  119780. }
  119781. declare module BABYLON {
  119782. /**
  119783. * Block used to get the max of 2 values
  119784. */
  119785. export class MaxBlock extends NodeMaterialBlock {
  119786. /**
  119787. * Creates a new MaxBlock
  119788. * @param name defines the block name
  119789. */
  119790. constructor(name: string);
  119791. /**
  119792. * Gets the current class name
  119793. * @returns the class name
  119794. */
  119795. getClassName(): string;
  119796. /**
  119797. * Gets the left operand input component
  119798. */
  119799. readonly left: NodeMaterialConnectionPoint;
  119800. /**
  119801. * Gets the right operand input component
  119802. */
  119803. readonly right: NodeMaterialConnectionPoint;
  119804. /**
  119805. * Gets the output component
  119806. */
  119807. readonly output: NodeMaterialConnectionPoint;
  119808. protected _buildBlock(state: NodeMaterialBuildState): this;
  119809. }
  119810. }
  119811. declare module BABYLON {
  119812. /**
  119813. * Block used to get the min of 2 values
  119814. */
  119815. export class MinBlock extends NodeMaterialBlock {
  119816. /**
  119817. * Creates a new MinBlock
  119818. * @param name defines the block name
  119819. */
  119820. constructor(name: string);
  119821. /**
  119822. * Gets the current class name
  119823. * @returns the class name
  119824. */
  119825. getClassName(): string;
  119826. /**
  119827. * Gets the left operand input component
  119828. */
  119829. readonly left: NodeMaterialConnectionPoint;
  119830. /**
  119831. * Gets the right operand input component
  119832. */
  119833. readonly right: NodeMaterialConnectionPoint;
  119834. /**
  119835. * Gets the output component
  119836. */
  119837. readonly output: NodeMaterialConnectionPoint;
  119838. protected _buildBlock(state: NodeMaterialBuildState): this;
  119839. }
  119840. }
  119841. declare module BABYLON {
  119842. /**
  119843. * Effect Render Options
  119844. */
  119845. export interface IEffectRendererOptions {
  119846. /**
  119847. * Defines the vertices positions.
  119848. */
  119849. positions?: number[];
  119850. /**
  119851. * Defines the indices.
  119852. */
  119853. indices?: number[];
  119854. }
  119855. /**
  119856. * Helper class to render one or more effects
  119857. */
  119858. export class EffectRenderer {
  119859. private engine;
  119860. private static _DefaultOptions;
  119861. private _vertexBuffers;
  119862. private _indexBuffer;
  119863. private _ringBufferIndex;
  119864. private _ringScreenBuffer;
  119865. private _fullscreenViewport;
  119866. private _getNextFrameBuffer;
  119867. /**
  119868. * Creates an effect renderer
  119869. * @param engine the engine to use for rendering
  119870. * @param options defines the options of the effect renderer
  119871. */
  119872. constructor(engine: Engine, options?: IEffectRendererOptions);
  119873. /**
  119874. * Sets the current viewport in normalized coordinates 0-1
  119875. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  119876. */
  119877. setViewport(viewport?: Viewport): void;
  119878. /**
  119879. * Binds the embedded attributes buffer to the effect.
  119880. * @param effect Defines the effect to bind the attributes for
  119881. */
  119882. bindBuffers(effect: Effect): void;
  119883. /**
  119884. * Sets the current effect wrapper to use during draw.
  119885. * The effect needs to be ready before calling this api.
  119886. * This also sets the default full screen position attribute.
  119887. * @param effectWrapper Defines the effect to draw with
  119888. */
  119889. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  119890. /**
  119891. * Draws a full screen quad.
  119892. */
  119893. draw(): void;
  119894. /**
  119895. * renders one or more effects to a specified texture
  119896. * @param effectWrappers list of effects to renderer
  119897. * @param outputTexture texture to draw to, if null it will render to the screen
  119898. */
  119899. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  119900. /**
  119901. * Disposes of the effect renderer
  119902. */
  119903. dispose(): void;
  119904. }
  119905. /**
  119906. * Options to create an EffectWrapper
  119907. */
  119908. interface EffectWrapperCreationOptions {
  119909. /**
  119910. * Engine to use to create the effect
  119911. */
  119912. engine: Engine;
  119913. /**
  119914. * Fragment shader for the effect
  119915. */
  119916. fragmentShader: string;
  119917. /**
  119918. * Vertex shader for the effect
  119919. */
  119920. vertexShader?: string;
  119921. /**
  119922. * Attributes to use in the shader
  119923. */
  119924. attributeNames?: Array<string>;
  119925. /**
  119926. * Uniforms to use in the shader
  119927. */
  119928. uniformNames?: Array<string>;
  119929. /**
  119930. * Texture sampler names to use in the shader
  119931. */
  119932. samplerNames?: Array<string>;
  119933. /**
  119934. * The friendly name of the effect displayed in Spector.
  119935. */
  119936. name?: string;
  119937. }
  119938. /**
  119939. * Wraps an effect to be used for rendering
  119940. */
  119941. export class EffectWrapper {
  119942. /**
  119943. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  119944. */
  119945. onApplyObservable: Observable<{}>;
  119946. /**
  119947. * The underlying effect
  119948. */
  119949. effect: Effect;
  119950. /**
  119951. * Creates an effect to be renderer
  119952. * @param creationOptions options to create the effect
  119953. */
  119954. constructor(creationOptions: EffectWrapperCreationOptions);
  119955. /**
  119956. * Disposes of the effect wrapper
  119957. */
  119958. dispose(): void;
  119959. }
  119960. }
  119961. declare module BABYLON {
  119962. /**
  119963. * Helper class to push actions to a pool of workers.
  119964. */
  119965. export class WorkerPool implements IDisposable {
  119966. private _workerInfos;
  119967. private _pendingActions;
  119968. /**
  119969. * Constructor
  119970. * @param workers Array of workers to use for actions
  119971. */
  119972. constructor(workers: Array<Worker>);
  119973. /**
  119974. * Terminates all workers and clears any pending actions.
  119975. */
  119976. dispose(): void;
  119977. /**
  119978. * Pushes an action to the worker pool. If all the workers are active, the action will be
  119979. * pended until a worker has completed its action.
  119980. * @param action The action to perform. Call onComplete when the action is complete.
  119981. */
  119982. push(action: (worker: Worker, onComplete: () => void) => void): void;
  119983. private _execute;
  119984. }
  119985. }
  119986. declare module BABYLON {
  119987. /**
  119988. * Configuration for Draco compression
  119989. */
  119990. export interface IDracoCompressionConfiguration {
  119991. /**
  119992. * Configuration for the decoder.
  119993. */
  119994. decoder: {
  119995. /**
  119996. * The url to the WebAssembly module.
  119997. */
  119998. wasmUrl?: string;
  119999. /**
  120000. * The url to the WebAssembly binary.
  120001. */
  120002. wasmBinaryUrl?: string;
  120003. /**
  120004. * The url to the fallback JavaScript module.
  120005. */
  120006. fallbackUrl?: string;
  120007. };
  120008. }
  120009. /**
  120010. * Draco compression (https://google.github.io/draco/)
  120011. *
  120012. * This class wraps the Draco module.
  120013. *
  120014. * **Encoder**
  120015. *
  120016. * The encoder is not currently implemented.
  120017. *
  120018. * **Decoder**
  120019. *
  120020. * 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.
  120021. *
  120022. * To update the configuration, use the following code:
  120023. * ```javascript
  120024. * DracoCompression.Configuration = {
  120025. * decoder: {
  120026. * wasmUrl: "<url to the WebAssembly library>",
  120027. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120028. * fallbackUrl: "<url to the fallback JavaScript library>",
  120029. * }
  120030. * };
  120031. * ```
  120032. *
  120033. * 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.
  120034. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120035. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120036. *
  120037. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120038. * ```javascript
  120039. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120040. * ```
  120041. *
  120042. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120043. */
  120044. export class DracoCompression implements IDisposable {
  120045. private _workerPoolPromise?;
  120046. private _decoderModulePromise?;
  120047. /**
  120048. * The configuration. Defaults to the following urls:
  120049. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120050. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120051. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120052. */
  120053. static Configuration: IDracoCompressionConfiguration;
  120054. /**
  120055. * Returns true if the decoder configuration is available.
  120056. */
  120057. static readonly DecoderAvailable: boolean;
  120058. /**
  120059. * Default number of workers to create when creating the draco compression object.
  120060. */
  120061. static DefaultNumWorkers: number;
  120062. private static GetDefaultNumWorkers;
  120063. private static _Default;
  120064. /**
  120065. * Default instance for the draco compression object.
  120066. */
  120067. static readonly Default: DracoCompression;
  120068. /**
  120069. * Constructor
  120070. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120071. */
  120072. constructor(numWorkers?: number);
  120073. /**
  120074. * Stop all async operations and release resources.
  120075. */
  120076. dispose(): void;
  120077. /**
  120078. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120079. * @returns a promise that resolves when ready
  120080. */
  120081. whenReadyAsync(): Promise<void>;
  120082. /**
  120083. * Decode Draco compressed mesh data to vertex data.
  120084. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120085. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120086. * @returns A promise that resolves with the decoded vertex data
  120087. */
  120088. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120089. [kind: string]: number;
  120090. }): Promise<VertexData>;
  120091. }
  120092. }
  120093. declare module BABYLON {
  120094. /**
  120095. * Class for building Constructive Solid Geometry
  120096. */
  120097. export class CSG {
  120098. private polygons;
  120099. /**
  120100. * The world matrix
  120101. */
  120102. matrix: Matrix;
  120103. /**
  120104. * Stores the position
  120105. */
  120106. position: Vector3;
  120107. /**
  120108. * Stores the rotation
  120109. */
  120110. rotation: Vector3;
  120111. /**
  120112. * Stores the rotation quaternion
  120113. */
  120114. rotationQuaternion: Nullable<Quaternion>;
  120115. /**
  120116. * Stores the scaling vector
  120117. */
  120118. scaling: Vector3;
  120119. /**
  120120. * Convert the Mesh to CSG
  120121. * @param mesh The Mesh to convert to CSG
  120122. * @returns A new CSG from the Mesh
  120123. */
  120124. static FromMesh(mesh: Mesh): CSG;
  120125. /**
  120126. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120127. * @param polygons Polygons used to construct a CSG solid
  120128. */
  120129. private static FromPolygons;
  120130. /**
  120131. * Clones, or makes a deep copy, of the CSG
  120132. * @returns A new CSG
  120133. */
  120134. clone(): CSG;
  120135. /**
  120136. * Unions this CSG with another CSG
  120137. * @param csg The CSG to union against this CSG
  120138. * @returns The unioned CSG
  120139. */
  120140. union(csg: CSG): CSG;
  120141. /**
  120142. * Unions this CSG with another CSG in place
  120143. * @param csg The CSG to union against this CSG
  120144. */
  120145. unionInPlace(csg: CSG): void;
  120146. /**
  120147. * Subtracts this CSG with another CSG
  120148. * @param csg The CSG to subtract against this CSG
  120149. * @returns A new CSG
  120150. */
  120151. subtract(csg: CSG): CSG;
  120152. /**
  120153. * Subtracts this CSG with another CSG in place
  120154. * @param csg The CSG to subtact against this CSG
  120155. */
  120156. subtractInPlace(csg: CSG): void;
  120157. /**
  120158. * Intersect this CSG with another CSG
  120159. * @param csg The CSG to intersect against this CSG
  120160. * @returns A new CSG
  120161. */
  120162. intersect(csg: CSG): CSG;
  120163. /**
  120164. * Intersects this CSG with another CSG in place
  120165. * @param csg The CSG to intersect against this CSG
  120166. */
  120167. intersectInPlace(csg: CSG): void;
  120168. /**
  120169. * Return a new CSG solid with solid and empty space switched. This solid is
  120170. * not modified.
  120171. * @returns A new CSG solid with solid and empty space switched
  120172. */
  120173. inverse(): CSG;
  120174. /**
  120175. * Inverses the CSG in place
  120176. */
  120177. inverseInPlace(): void;
  120178. /**
  120179. * This is used to keep meshes transformations so they can be restored
  120180. * when we build back a Babylon Mesh
  120181. * NB : All CSG operations are performed in world coordinates
  120182. * @param csg The CSG to copy the transform attributes from
  120183. * @returns This CSG
  120184. */
  120185. copyTransformAttributes(csg: CSG): CSG;
  120186. /**
  120187. * Build Raw mesh from CSG
  120188. * Coordinates here are in world space
  120189. * @param name The name of the mesh geometry
  120190. * @param scene The Scene
  120191. * @param keepSubMeshes Specifies if the submeshes should be kept
  120192. * @returns A new Mesh
  120193. */
  120194. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120195. /**
  120196. * Build Mesh from CSG taking material and transforms into account
  120197. * @param name The name of the Mesh
  120198. * @param material The material of the Mesh
  120199. * @param scene The Scene
  120200. * @param keepSubMeshes Specifies if submeshes should be kept
  120201. * @returns The new Mesh
  120202. */
  120203. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120204. }
  120205. }
  120206. declare module BABYLON {
  120207. /**
  120208. * Class used to create a trail following a mesh
  120209. */
  120210. export class TrailMesh extends Mesh {
  120211. private _generator;
  120212. private _autoStart;
  120213. private _running;
  120214. private _diameter;
  120215. private _length;
  120216. private _sectionPolygonPointsCount;
  120217. private _sectionVectors;
  120218. private _sectionNormalVectors;
  120219. private _beforeRenderObserver;
  120220. /**
  120221. * @constructor
  120222. * @param name The value used by scene.getMeshByName() to do a lookup.
  120223. * @param generator The mesh to generate a trail.
  120224. * @param scene The scene to add this mesh to.
  120225. * @param diameter Diameter of trailing mesh. Default is 1.
  120226. * @param length Length of trailing mesh. Default is 60.
  120227. * @param autoStart Automatically start trailing mesh. Default true.
  120228. */
  120229. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120230. /**
  120231. * "TrailMesh"
  120232. * @returns "TrailMesh"
  120233. */
  120234. getClassName(): string;
  120235. private _createMesh;
  120236. /**
  120237. * Start trailing mesh.
  120238. */
  120239. start(): void;
  120240. /**
  120241. * Stop trailing mesh.
  120242. */
  120243. stop(): void;
  120244. /**
  120245. * Update trailing mesh geometry.
  120246. */
  120247. update(): void;
  120248. /**
  120249. * Returns a new TrailMesh object.
  120250. * @param name is a string, the name given to the new mesh
  120251. * @param newGenerator use new generator object for cloned trail mesh
  120252. * @returns a new mesh
  120253. */
  120254. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120255. /**
  120256. * Serializes this trail mesh
  120257. * @param serializationObject object to write serialization to
  120258. */
  120259. serialize(serializationObject: any): void;
  120260. /**
  120261. * Parses a serialized trail mesh
  120262. * @param parsedMesh the serialized mesh
  120263. * @param scene the scene to create the trail mesh in
  120264. * @returns the created trail mesh
  120265. */
  120266. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120267. }
  120268. }
  120269. declare module BABYLON {
  120270. /**
  120271. * Class containing static functions to help procedurally build meshes
  120272. */
  120273. export class TiledBoxBuilder {
  120274. /**
  120275. * Creates a box mesh
  120276. * 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)
  120277. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120279. * * If you create a double-sided mesh, you can choose what parts of 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
  120280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120281. * @param name defines the name of the mesh
  120282. * @param options defines the options used to create the mesh
  120283. * @param scene defines the hosting scene
  120284. * @returns the box mesh
  120285. */
  120286. static CreateTiledBox(name: string, options: {
  120287. pattern?: number;
  120288. width?: number;
  120289. height?: number;
  120290. depth?: number;
  120291. tileSize?: number;
  120292. tileWidth?: number;
  120293. tileHeight?: number;
  120294. alignHorizontal?: number;
  120295. alignVertical?: number;
  120296. faceUV?: Vector4[];
  120297. faceColors?: Color4[];
  120298. sideOrientation?: number;
  120299. updatable?: boolean;
  120300. }, scene?: Nullable<Scene>): Mesh;
  120301. }
  120302. }
  120303. declare module BABYLON {
  120304. /**
  120305. * Class containing static functions to help procedurally build meshes
  120306. */
  120307. export class TorusKnotBuilder {
  120308. /**
  120309. * Creates a torus knot mesh
  120310. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120311. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120312. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120313. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120314. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120315. * * If you create a double-sided mesh, you can choose what parts of 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
  120316. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120317. * @param name defines the name of the mesh
  120318. * @param options defines the options used to create the mesh
  120319. * @param scene defines the hosting scene
  120320. * @returns the torus knot mesh
  120321. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120322. */
  120323. static CreateTorusKnot(name: string, options: {
  120324. radius?: number;
  120325. tube?: number;
  120326. radialSegments?: number;
  120327. tubularSegments?: number;
  120328. p?: number;
  120329. q?: number;
  120330. updatable?: boolean;
  120331. sideOrientation?: number;
  120332. frontUVs?: Vector4;
  120333. backUVs?: Vector4;
  120334. }, scene: any): Mesh;
  120335. }
  120336. }
  120337. declare module BABYLON {
  120338. /**
  120339. * Polygon
  120340. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120341. */
  120342. export class Polygon {
  120343. /**
  120344. * Creates a rectangle
  120345. * @param xmin bottom X coord
  120346. * @param ymin bottom Y coord
  120347. * @param xmax top X coord
  120348. * @param ymax top Y coord
  120349. * @returns points that make the resulting rectation
  120350. */
  120351. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120352. /**
  120353. * Creates a circle
  120354. * @param radius radius of circle
  120355. * @param cx scale in x
  120356. * @param cy scale in y
  120357. * @param numberOfSides number of sides that make up the circle
  120358. * @returns points that make the resulting circle
  120359. */
  120360. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120361. /**
  120362. * Creates a polygon from input string
  120363. * @param input Input polygon data
  120364. * @returns the parsed points
  120365. */
  120366. static Parse(input: string): Vector2[];
  120367. /**
  120368. * Starts building a polygon from x and y coordinates
  120369. * @param x x coordinate
  120370. * @param y y coordinate
  120371. * @returns the started path2
  120372. */
  120373. static StartingAt(x: number, y: number): Path2;
  120374. }
  120375. /**
  120376. * Builds a polygon
  120377. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120378. */
  120379. export class PolygonMeshBuilder {
  120380. private _points;
  120381. private _outlinepoints;
  120382. private _holes;
  120383. private _name;
  120384. private _scene;
  120385. private _epoints;
  120386. private _eholes;
  120387. private _addToepoint;
  120388. /**
  120389. * Babylon reference to the earcut plugin.
  120390. */
  120391. bjsEarcut: any;
  120392. /**
  120393. * Creates a PolygonMeshBuilder
  120394. * @param name name of the builder
  120395. * @param contours Path of the polygon
  120396. * @param scene scene to add to when creating the mesh
  120397. * @param earcutInjection can be used to inject your own earcut reference
  120398. */
  120399. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120400. /**
  120401. * Adds a whole within the polygon
  120402. * @param hole Array of points defining the hole
  120403. * @returns this
  120404. */
  120405. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120406. /**
  120407. * Creates the polygon
  120408. * @param updatable If the mesh should be updatable
  120409. * @param depth The depth of the mesh created
  120410. * @returns the created mesh
  120411. */
  120412. build(updatable?: boolean, depth?: number): Mesh;
  120413. /**
  120414. * Creates the polygon
  120415. * @param depth The depth of the mesh created
  120416. * @returns the created VertexData
  120417. */
  120418. buildVertexData(depth?: number): VertexData;
  120419. /**
  120420. * Adds a side to the polygon
  120421. * @param positions points that make the polygon
  120422. * @param normals normals of the polygon
  120423. * @param uvs uvs of the polygon
  120424. * @param indices indices of the polygon
  120425. * @param bounds bounds of the polygon
  120426. * @param points points of the polygon
  120427. * @param depth depth of the polygon
  120428. * @param flip flip of the polygon
  120429. */
  120430. private addSide;
  120431. }
  120432. }
  120433. declare module BABYLON {
  120434. /**
  120435. * Class containing static functions to help procedurally build meshes
  120436. */
  120437. export class PolygonBuilder {
  120438. /**
  120439. * Creates a polygon mesh
  120440. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120441. * * 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
  120442. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120443. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120444. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120445. * * Remember you can only change the shape positions, not their number when updating a polygon
  120446. * @param name defines the name of the mesh
  120447. * @param options defines the options used to create the mesh
  120448. * @param scene defines the hosting scene
  120449. * @param earcutInjection can be used to inject your own earcut reference
  120450. * @returns the polygon mesh
  120451. */
  120452. static CreatePolygon(name: string, options: {
  120453. shape: Vector3[];
  120454. holes?: Vector3[][];
  120455. depth?: number;
  120456. faceUV?: Vector4[];
  120457. faceColors?: Color4[];
  120458. updatable?: boolean;
  120459. sideOrientation?: number;
  120460. frontUVs?: Vector4;
  120461. backUVs?: Vector4;
  120462. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120463. /**
  120464. * Creates an extruded polygon mesh, with depth in the Y direction.
  120465. * * 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)
  120466. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120467. * @param name defines the name of the mesh
  120468. * @param options defines the options used to create the mesh
  120469. * @param scene defines the hosting scene
  120470. * @param earcutInjection can be used to inject your own earcut reference
  120471. * @returns the polygon mesh
  120472. */
  120473. static ExtrudePolygon(name: string, options: {
  120474. shape: Vector3[];
  120475. holes?: Vector3[][];
  120476. depth?: number;
  120477. faceUV?: Vector4[];
  120478. faceColors?: Color4[];
  120479. updatable?: boolean;
  120480. sideOrientation?: number;
  120481. frontUVs?: Vector4;
  120482. backUVs?: Vector4;
  120483. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120484. }
  120485. }
  120486. declare module BABYLON {
  120487. /**
  120488. * Class containing static functions to help procedurally build meshes
  120489. */
  120490. export class LatheBuilder {
  120491. /**
  120492. * Creates lathe mesh.
  120493. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120494. * * 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
  120495. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120496. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120497. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120498. * * 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
  120499. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120500. * * 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
  120501. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120502. * * If you create a double-sided mesh, you can choose what parts of 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
  120503. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120505. * @param name defines the name of the mesh
  120506. * @param options defines the options used to create the mesh
  120507. * @param scene defines the hosting scene
  120508. * @returns the lathe mesh
  120509. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120510. */
  120511. static CreateLathe(name: string, options: {
  120512. shape: Vector3[];
  120513. radius?: number;
  120514. tessellation?: number;
  120515. clip?: number;
  120516. arc?: number;
  120517. closed?: boolean;
  120518. updatable?: boolean;
  120519. sideOrientation?: number;
  120520. frontUVs?: Vector4;
  120521. backUVs?: Vector4;
  120522. cap?: number;
  120523. invertUV?: boolean;
  120524. }, scene?: Nullable<Scene>): Mesh;
  120525. }
  120526. }
  120527. declare module BABYLON {
  120528. /**
  120529. * Class containing static functions to help procedurally build meshes
  120530. */
  120531. export class TiledPlaneBuilder {
  120532. /**
  120533. * Creates a tiled plane mesh
  120534. * * The parameter `pattern` will, depending on value, do nothing or
  120535. * * * flip (reflect about central vertical) alternate tiles across and up
  120536. * * * flip every tile on alternate rows
  120537. * * * rotate (180 degs) alternate tiles across and up
  120538. * * * rotate every tile on alternate rows
  120539. * * * flip and rotate alternate tiles across and up
  120540. * * * flip and rotate every tile on alternate rows
  120541. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120542. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120543. * * If you create a double-sided mesh, you can choose what parts of 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
  120544. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120545. * * 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)
  120546. * * 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)
  120547. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120548. * @param name defines the name of the mesh
  120549. * @param options defines the options used to create the mesh
  120550. * @param scene defines the hosting scene
  120551. * @returns the box mesh
  120552. */
  120553. static CreateTiledPlane(name: string, options: {
  120554. pattern?: number;
  120555. tileSize?: number;
  120556. tileWidth?: number;
  120557. tileHeight?: number;
  120558. size?: number;
  120559. width?: number;
  120560. height?: number;
  120561. alignHorizontal?: number;
  120562. alignVertical?: number;
  120563. sideOrientation?: number;
  120564. frontUVs?: Vector4;
  120565. backUVs?: Vector4;
  120566. updatable?: boolean;
  120567. }, scene?: Nullable<Scene>): Mesh;
  120568. }
  120569. }
  120570. declare module BABYLON {
  120571. /**
  120572. * Class containing static functions to help procedurally build meshes
  120573. */
  120574. export class TubeBuilder {
  120575. /**
  120576. * Creates a tube mesh.
  120577. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120578. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120579. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120580. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120581. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120582. * * 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)
  120583. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120584. * * 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
  120585. * * 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
  120586. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120587. * * If you create a double-sided mesh, you can choose what parts of 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
  120588. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120590. * @param name defines the name of the mesh
  120591. * @param options defines the options used to create the mesh
  120592. * @param scene defines the hosting scene
  120593. * @returns the tube mesh
  120594. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120595. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120596. */
  120597. static CreateTube(name: string, options: {
  120598. path: Vector3[];
  120599. radius?: number;
  120600. tessellation?: number;
  120601. radiusFunction?: {
  120602. (i: number, distance: number): number;
  120603. };
  120604. cap?: number;
  120605. arc?: number;
  120606. updatable?: boolean;
  120607. sideOrientation?: number;
  120608. frontUVs?: Vector4;
  120609. backUVs?: Vector4;
  120610. instance?: Mesh;
  120611. invertUV?: boolean;
  120612. }, scene?: Nullable<Scene>): Mesh;
  120613. }
  120614. }
  120615. declare module BABYLON {
  120616. /**
  120617. * Class containing static functions to help procedurally build meshes
  120618. */
  120619. export class IcoSphereBuilder {
  120620. /**
  120621. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120622. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120623. * * 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`)
  120624. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120625. * * 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
  120626. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120627. * * If you create a double-sided mesh, you can choose what parts of 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
  120628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120629. * @param name defines the name of the mesh
  120630. * @param options defines the options used to create the mesh
  120631. * @param scene defines the hosting scene
  120632. * @returns the icosahedron mesh
  120633. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120634. */
  120635. static CreateIcoSphere(name: string, options: {
  120636. radius?: number;
  120637. radiusX?: number;
  120638. radiusY?: number;
  120639. radiusZ?: number;
  120640. flat?: boolean;
  120641. subdivisions?: number;
  120642. sideOrientation?: number;
  120643. frontUVs?: Vector4;
  120644. backUVs?: Vector4;
  120645. updatable?: boolean;
  120646. }, scene?: Nullable<Scene>): Mesh;
  120647. }
  120648. }
  120649. declare module BABYLON {
  120650. /**
  120651. * Class containing static functions to help procedurally build meshes
  120652. */
  120653. export class DecalBuilder {
  120654. /**
  120655. * Creates a decal mesh.
  120656. * 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
  120657. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120658. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120659. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120660. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120661. * @param name defines the name of the mesh
  120662. * @param sourceMesh defines the mesh where the decal must be applied
  120663. * @param options defines the options used to create the mesh
  120664. * @param scene defines the hosting scene
  120665. * @returns the decal mesh
  120666. * @see https://doc.babylonjs.com/how_to/decals
  120667. */
  120668. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120669. position?: Vector3;
  120670. normal?: Vector3;
  120671. size?: Vector3;
  120672. angle?: number;
  120673. }): Mesh;
  120674. }
  120675. }
  120676. declare module BABYLON {
  120677. /**
  120678. * Class containing static functions to help procedurally build meshes
  120679. */
  120680. export class MeshBuilder {
  120681. /**
  120682. * Creates a box mesh
  120683. * * The parameter `size` sets the size (float) of each box side (default 1)
  120684. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  120685. * * 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)
  120686. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120687. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120688. * * If you create a double-sided mesh, you can choose what parts of 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
  120689. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120690. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120691. * @param name defines the name of the mesh
  120692. * @param options defines the options used to create the mesh
  120693. * @param scene defines the hosting scene
  120694. * @returns the box mesh
  120695. */
  120696. static CreateBox(name: string, options: {
  120697. size?: number;
  120698. width?: number;
  120699. height?: number;
  120700. depth?: number;
  120701. faceUV?: Vector4[];
  120702. faceColors?: Color4[];
  120703. sideOrientation?: number;
  120704. frontUVs?: Vector4;
  120705. backUVs?: Vector4;
  120706. updatable?: boolean;
  120707. }, scene?: Nullable<Scene>): Mesh;
  120708. /**
  120709. * Creates a tiled box mesh
  120710. * * faceTiles sets the pattern, tile size and number of tiles for a face
  120711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120712. * @param name defines the name of the mesh
  120713. * @param options defines the options used to create the mesh
  120714. * @param scene defines the hosting scene
  120715. * @returns the tiled box mesh
  120716. */
  120717. static CreateTiledBox(name: string, options: {
  120718. pattern?: number;
  120719. size?: number;
  120720. width?: number;
  120721. height?: number;
  120722. depth: number;
  120723. tileSize?: number;
  120724. tileWidth?: number;
  120725. tileHeight?: number;
  120726. faceUV?: Vector4[];
  120727. faceColors?: Color4[];
  120728. alignHorizontal?: number;
  120729. alignVertical?: number;
  120730. sideOrientation?: number;
  120731. updatable?: boolean;
  120732. }, scene?: Nullable<Scene>): Mesh;
  120733. /**
  120734. * Creates a sphere mesh
  120735. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  120736. * * 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`)
  120737. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  120738. * * 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
  120739. * * 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)
  120740. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120741. * * If you create a double-sided mesh, you can choose what parts of 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
  120742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120743. * @param name defines the name of the mesh
  120744. * @param options defines the options used to create the mesh
  120745. * @param scene defines the hosting scene
  120746. * @returns the sphere mesh
  120747. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  120748. */
  120749. static CreateSphere(name: string, options: {
  120750. segments?: number;
  120751. diameter?: number;
  120752. diameterX?: number;
  120753. diameterY?: number;
  120754. diameterZ?: number;
  120755. arc?: number;
  120756. slice?: number;
  120757. sideOrientation?: number;
  120758. frontUVs?: Vector4;
  120759. backUVs?: Vector4;
  120760. updatable?: boolean;
  120761. }, scene?: Nullable<Scene>): Mesh;
  120762. /**
  120763. * Creates a plane polygonal mesh. By default, this is a disc
  120764. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  120765. * * 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
  120766. * * 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
  120767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120768. * * If you create a double-sided mesh, you can choose what parts of 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
  120769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120770. * @param name defines the name of the mesh
  120771. * @param options defines the options used to create the mesh
  120772. * @param scene defines the hosting scene
  120773. * @returns the plane polygonal mesh
  120774. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  120775. */
  120776. static CreateDisc(name: string, options: {
  120777. radius?: number;
  120778. tessellation?: number;
  120779. arc?: number;
  120780. updatable?: boolean;
  120781. sideOrientation?: number;
  120782. frontUVs?: Vector4;
  120783. backUVs?: Vector4;
  120784. }, scene?: Nullable<Scene>): Mesh;
  120785. /**
  120786. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120787. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120788. * * 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`)
  120789. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120790. * * 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
  120791. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120792. * * If you create a double-sided mesh, you can choose what parts of 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
  120793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120794. * @param name defines the name of the mesh
  120795. * @param options defines the options used to create the mesh
  120796. * @param scene defines the hosting scene
  120797. * @returns the icosahedron mesh
  120798. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120799. */
  120800. static CreateIcoSphere(name: string, options: {
  120801. radius?: number;
  120802. radiusX?: number;
  120803. radiusY?: number;
  120804. radiusZ?: number;
  120805. flat?: boolean;
  120806. subdivisions?: number;
  120807. sideOrientation?: number;
  120808. frontUVs?: Vector4;
  120809. backUVs?: Vector4;
  120810. updatable?: boolean;
  120811. }, scene?: Nullable<Scene>): Mesh;
  120812. /**
  120813. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120814. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120815. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120816. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120817. * * 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
  120818. * * 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
  120819. * * 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
  120820. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120821. * * If you create a double-sided mesh, you can choose what parts of 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
  120822. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120823. * * 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
  120824. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120825. * * 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
  120826. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120828. * @param name defines the name of the mesh
  120829. * @param options defines the options used to create the mesh
  120830. * @param scene defines the hosting scene
  120831. * @returns the ribbon mesh
  120832. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120833. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120834. */
  120835. static CreateRibbon(name: string, options: {
  120836. pathArray: Vector3[][];
  120837. closeArray?: boolean;
  120838. closePath?: boolean;
  120839. offset?: number;
  120840. updatable?: boolean;
  120841. sideOrientation?: number;
  120842. frontUVs?: Vector4;
  120843. backUVs?: Vector4;
  120844. instance?: Mesh;
  120845. invertUV?: boolean;
  120846. uvs?: Vector2[];
  120847. colors?: Color4[];
  120848. }, scene?: Nullable<Scene>): Mesh;
  120849. /**
  120850. * Creates a cylinder or a cone mesh
  120851. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  120852. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  120853. * * 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.
  120854. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  120855. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  120856. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  120857. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  120858. * * 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).
  120859. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  120860. * * 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).
  120861. * * 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
  120862. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  120863. * * 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
  120864. * * 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.
  120865. * * If `enclose` is false, a ring surface is one element.
  120866. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  120867. * * 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
  120868. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120869. * * If you create a double-sided mesh, you can choose what parts of 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
  120870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120871. * @param name defines the name of the mesh
  120872. * @param options defines the options used to create the mesh
  120873. * @param scene defines the hosting scene
  120874. * @returns the cylinder mesh
  120875. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  120876. */
  120877. static CreateCylinder(name: string, options: {
  120878. height?: number;
  120879. diameterTop?: number;
  120880. diameterBottom?: number;
  120881. diameter?: number;
  120882. tessellation?: number;
  120883. subdivisions?: number;
  120884. arc?: number;
  120885. faceColors?: Color4[];
  120886. faceUV?: Vector4[];
  120887. updatable?: boolean;
  120888. hasRings?: boolean;
  120889. enclose?: boolean;
  120890. cap?: number;
  120891. sideOrientation?: number;
  120892. frontUVs?: Vector4;
  120893. backUVs?: Vector4;
  120894. }, scene?: Nullable<Scene>): Mesh;
  120895. /**
  120896. * Creates a torus mesh
  120897. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  120898. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  120899. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  120900. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120901. * * If you create a double-sided mesh, you can choose what parts of 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
  120902. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120903. * @param name defines the name of the mesh
  120904. * @param options defines the options used to create the mesh
  120905. * @param scene defines the hosting scene
  120906. * @returns the torus mesh
  120907. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  120908. */
  120909. static CreateTorus(name: string, options: {
  120910. diameter?: number;
  120911. thickness?: number;
  120912. tessellation?: number;
  120913. updatable?: boolean;
  120914. sideOrientation?: number;
  120915. frontUVs?: Vector4;
  120916. backUVs?: Vector4;
  120917. }, scene?: Nullable<Scene>): Mesh;
  120918. /**
  120919. * Creates a torus knot mesh
  120920. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120921. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120922. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120923. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120924. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120925. * * If you create a double-sided mesh, you can choose what parts of 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
  120926. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120927. * @param name defines the name of the mesh
  120928. * @param options defines the options used to create the mesh
  120929. * @param scene defines the hosting scene
  120930. * @returns the torus knot mesh
  120931. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120932. */
  120933. static CreateTorusKnot(name: string, options: {
  120934. radius?: number;
  120935. tube?: number;
  120936. radialSegments?: number;
  120937. tubularSegments?: number;
  120938. p?: number;
  120939. q?: number;
  120940. updatable?: boolean;
  120941. sideOrientation?: number;
  120942. frontUVs?: Vector4;
  120943. backUVs?: Vector4;
  120944. }, scene?: Nullable<Scene>): Mesh;
  120945. /**
  120946. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  120947. * * 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
  120948. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  120949. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  120950. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  120951. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  120952. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  120953. * * 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
  120954. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  120955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120956. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  120957. * @param name defines the name of the new line system
  120958. * @param options defines the options used to create the line system
  120959. * @param scene defines the hosting scene
  120960. * @returns a new line system mesh
  120961. */
  120962. static CreateLineSystem(name: string, options: {
  120963. lines: Vector3[][];
  120964. updatable?: boolean;
  120965. instance?: Nullable<LinesMesh>;
  120966. colors?: Nullable<Color4[][]>;
  120967. useVertexAlpha?: boolean;
  120968. }, scene: Nullable<Scene>): LinesMesh;
  120969. /**
  120970. * Creates a line mesh
  120971. * 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
  120972. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  120973. * * The parameter `points` is an array successive Vector3
  120974. * * 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
  120975. * * The optional parameter `colors` is an array of successive Color4, one per line point
  120976. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  120977. * * When updating an instance, remember that only point positions can change, not the number of points
  120978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120979. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  120980. * @param name defines the name of the new line system
  120981. * @param options defines the options used to create the line system
  120982. * @param scene defines the hosting scene
  120983. * @returns a new line mesh
  120984. */
  120985. static CreateLines(name: string, options: {
  120986. points: Vector3[];
  120987. updatable?: boolean;
  120988. instance?: Nullable<LinesMesh>;
  120989. colors?: Color4[];
  120990. useVertexAlpha?: boolean;
  120991. }, scene?: Nullable<Scene>): LinesMesh;
  120992. /**
  120993. * Creates a dashed line mesh
  120994. * * 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
  120995. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  120996. * * The parameter `points` is an array successive Vector3
  120997. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  120998. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  120999. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121000. * * 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
  121001. * * When updating an instance, remember that only point positions can change, not the number of points
  121002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121003. * @param name defines the name of the mesh
  121004. * @param options defines the options used to create the mesh
  121005. * @param scene defines the hosting scene
  121006. * @returns the dashed line mesh
  121007. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121008. */
  121009. static CreateDashedLines(name: string, options: {
  121010. points: Vector3[];
  121011. dashSize?: number;
  121012. gapSize?: number;
  121013. dashNb?: number;
  121014. updatable?: boolean;
  121015. instance?: LinesMesh;
  121016. }, scene?: Nullable<Scene>): LinesMesh;
  121017. /**
  121018. * 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.
  121019. * * 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.
  121020. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121021. * * 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.
  121022. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121023. * * 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
  121024. * * 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
  121025. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121027. * * If you create a double-sided mesh, you can choose what parts of 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
  121028. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121030. * @param name defines the name of the mesh
  121031. * @param options defines the options used to create the mesh
  121032. * @param scene defines the hosting scene
  121033. * @returns the extruded shape mesh
  121034. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121035. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121036. */
  121037. static ExtrudeShape(name: string, options: {
  121038. shape: Vector3[];
  121039. path: Vector3[];
  121040. scale?: number;
  121041. rotation?: number;
  121042. cap?: number;
  121043. updatable?: boolean;
  121044. sideOrientation?: number;
  121045. frontUVs?: Vector4;
  121046. backUVs?: Vector4;
  121047. instance?: Mesh;
  121048. invertUV?: boolean;
  121049. }, scene?: Nullable<Scene>): Mesh;
  121050. /**
  121051. * Creates an custom extruded shape mesh.
  121052. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121053. * * 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.
  121054. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121055. * * 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
  121056. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121057. * * 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
  121058. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121059. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121060. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121061. * * 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
  121062. * * 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
  121063. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121064. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121065. * * If you create a double-sided mesh, you can choose what parts of 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
  121066. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121067. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121068. * @param name defines the name of the mesh
  121069. * @param options defines the options used to create the mesh
  121070. * @param scene defines the hosting scene
  121071. * @returns the custom extruded shape mesh
  121072. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121073. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121074. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121075. */
  121076. static ExtrudeShapeCustom(name: string, options: {
  121077. shape: Vector3[];
  121078. path: Vector3[];
  121079. scaleFunction?: any;
  121080. rotationFunction?: any;
  121081. ribbonCloseArray?: boolean;
  121082. ribbonClosePath?: boolean;
  121083. cap?: number;
  121084. updatable?: boolean;
  121085. sideOrientation?: number;
  121086. frontUVs?: Vector4;
  121087. backUVs?: Vector4;
  121088. instance?: Mesh;
  121089. invertUV?: boolean;
  121090. }, scene?: Nullable<Scene>): Mesh;
  121091. /**
  121092. * Creates lathe mesh.
  121093. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121094. * * 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
  121095. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121096. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121097. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121098. * * 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
  121099. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121100. * * 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
  121101. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121102. * * If you create a double-sided mesh, you can choose what parts of 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
  121103. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121104. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121105. * @param name defines the name of the mesh
  121106. * @param options defines the options used to create the mesh
  121107. * @param scene defines the hosting scene
  121108. * @returns the lathe mesh
  121109. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121110. */
  121111. static CreateLathe(name: string, options: {
  121112. shape: Vector3[];
  121113. radius?: number;
  121114. tessellation?: number;
  121115. clip?: number;
  121116. arc?: number;
  121117. closed?: boolean;
  121118. updatable?: boolean;
  121119. sideOrientation?: number;
  121120. frontUVs?: Vector4;
  121121. backUVs?: Vector4;
  121122. cap?: number;
  121123. invertUV?: boolean;
  121124. }, scene?: Nullable<Scene>): Mesh;
  121125. /**
  121126. * Creates a tiled plane mesh
  121127. * * You can set a limited pattern arrangement with the tiles
  121128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121129. * * If you create a double-sided mesh, you can choose what parts of 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
  121130. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121131. * @param name defines the name of the mesh
  121132. * @param options defines the options used to create the mesh
  121133. * @param scene defines the hosting scene
  121134. * @returns the plane mesh
  121135. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121136. */
  121137. static CreateTiledPlane(name: string, options: {
  121138. pattern?: number;
  121139. tileSize?: number;
  121140. tileWidth?: number;
  121141. tileHeight?: number;
  121142. size?: number;
  121143. width?: number;
  121144. height?: number;
  121145. alignHorizontal?: number;
  121146. alignVertical?: number;
  121147. sideOrientation?: number;
  121148. frontUVs?: Vector4;
  121149. backUVs?: Vector4;
  121150. updatable?: boolean;
  121151. }, scene?: Nullable<Scene>): Mesh;
  121152. /**
  121153. * Creates a plane mesh
  121154. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121155. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121156. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121158. * * If you create a double-sided mesh, you can choose what parts of 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
  121159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121160. * @param name defines the name of the mesh
  121161. * @param options defines the options used to create the mesh
  121162. * @param scene defines the hosting scene
  121163. * @returns the plane mesh
  121164. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121165. */
  121166. static CreatePlane(name: string, options: {
  121167. size?: number;
  121168. width?: number;
  121169. height?: number;
  121170. sideOrientation?: number;
  121171. frontUVs?: Vector4;
  121172. backUVs?: Vector4;
  121173. updatable?: boolean;
  121174. sourcePlane?: Plane;
  121175. }, scene?: Nullable<Scene>): Mesh;
  121176. /**
  121177. * Creates a ground mesh
  121178. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121179. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121181. * @param name defines the name of the mesh
  121182. * @param options defines the options used to create the mesh
  121183. * @param scene defines the hosting scene
  121184. * @returns the ground mesh
  121185. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121186. */
  121187. static CreateGround(name: string, options: {
  121188. width?: number;
  121189. height?: number;
  121190. subdivisions?: number;
  121191. subdivisionsX?: number;
  121192. subdivisionsY?: number;
  121193. updatable?: boolean;
  121194. }, scene?: Nullable<Scene>): Mesh;
  121195. /**
  121196. * Creates a tiled ground mesh
  121197. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121198. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121199. * * 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
  121200. * * 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
  121201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121202. * @param name defines the name of the mesh
  121203. * @param options defines the options used to create the mesh
  121204. * @param scene defines the hosting scene
  121205. * @returns the tiled ground mesh
  121206. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121207. */
  121208. static CreateTiledGround(name: string, options: {
  121209. xmin: number;
  121210. zmin: number;
  121211. xmax: number;
  121212. zmax: number;
  121213. subdivisions?: {
  121214. w: number;
  121215. h: number;
  121216. };
  121217. precision?: {
  121218. w: number;
  121219. h: number;
  121220. };
  121221. updatable?: boolean;
  121222. }, scene?: Nullable<Scene>): Mesh;
  121223. /**
  121224. * Creates a ground mesh from a height map
  121225. * * The parameter `url` sets the URL of the height map image resource.
  121226. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121227. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121228. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121229. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121230. * * 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.
  121231. * * 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).
  121232. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121233. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121234. * @param name defines the name of the mesh
  121235. * @param url defines the url to the height map
  121236. * @param options defines the options used to create the mesh
  121237. * @param scene defines the hosting scene
  121238. * @returns the ground mesh
  121239. * @see https://doc.babylonjs.com/babylon101/height_map
  121240. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121241. */
  121242. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121243. width?: number;
  121244. height?: number;
  121245. subdivisions?: number;
  121246. minHeight?: number;
  121247. maxHeight?: number;
  121248. colorFilter?: Color3;
  121249. alphaFilter?: number;
  121250. updatable?: boolean;
  121251. onReady?: (mesh: GroundMesh) => void;
  121252. }, scene?: Nullable<Scene>): GroundMesh;
  121253. /**
  121254. * Creates a polygon mesh
  121255. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121256. * * 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
  121257. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121258. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121259. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121260. * * Remember you can only change the shape positions, not their number when updating a polygon
  121261. * @param name defines the name of the mesh
  121262. * @param options defines the options used to create the mesh
  121263. * @param scene defines the hosting scene
  121264. * @param earcutInjection can be used to inject your own earcut reference
  121265. * @returns the polygon mesh
  121266. */
  121267. static CreatePolygon(name: string, options: {
  121268. shape: Vector3[];
  121269. holes?: Vector3[][];
  121270. depth?: number;
  121271. faceUV?: Vector4[];
  121272. faceColors?: Color4[];
  121273. updatable?: boolean;
  121274. sideOrientation?: number;
  121275. frontUVs?: Vector4;
  121276. backUVs?: Vector4;
  121277. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121278. /**
  121279. * Creates an extruded polygon mesh, with depth in the Y direction.
  121280. * * 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)
  121281. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121282. * @param name defines the name of the mesh
  121283. * @param options defines the options used to create the mesh
  121284. * @param scene defines the hosting scene
  121285. * @param earcutInjection can be used to inject your own earcut reference
  121286. * @returns the polygon mesh
  121287. */
  121288. static ExtrudePolygon(name: string, options: {
  121289. shape: Vector3[];
  121290. holes?: Vector3[][];
  121291. depth?: number;
  121292. faceUV?: Vector4[];
  121293. faceColors?: Color4[];
  121294. updatable?: boolean;
  121295. sideOrientation?: number;
  121296. frontUVs?: Vector4;
  121297. backUVs?: Vector4;
  121298. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121299. /**
  121300. * Creates a tube mesh.
  121301. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121302. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121303. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121304. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121305. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121306. * * 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)
  121307. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121308. * * 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
  121309. * * 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
  121310. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121311. * * If you create a double-sided mesh, you can choose what parts of 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
  121312. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121313. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121314. * @param name defines the name of the mesh
  121315. * @param options defines the options used to create the mesh
  121316. * @param scene defines the hosting scene
  121317. * @returns the tube mesh
  121318. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121319. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121320. */
  121321. static CreateTube(name: string, options: {
  121322. path: Vector3[];
  121323. radius?: number;
  121324. tessellation?: number;
  121325. radiusFunction?: {
  121326. (i: number, distance: number): number;
  121327. };
  121328. cap?: number;
  121329. arc?: number;
  121330. updatable?: boolean;
  121331. sideOrientation?: number;
  121332. frontUVs?: Vector4;
  121333. backUVs?: Vector4;
  121334. instance?: Mesh;
  121335. invertUV?: boolean;
  121336. }, scene?: Nullable<Scene>): Mesh;
  121337. /**
  121338. * Creates a polyhedron mesh
  121339. * * 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
  121340. * * The parameter `size` (positive float, default 1) sets the polygon size
  121341. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121342. * * 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`
  121343. * * 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
  121344. * * 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)`)
  121345. * * 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
  121346. * * 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
  121347. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121348. * * If you create a double-sided mesh, you can choose what parts of 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
  121349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121350. * @param name defines the name of the mesh
  121351. * @param options defines the options used to create the mesh
  121352. * @param scene defines the hosting scene
  121353. * @returns the polyhedron mesh
  121354. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121355. */
  121356. static CreatePolyhedron(name: string, options: {
  121357. type?: number;
  121358. size?: number;
  121359. sizeX?: number;
  121360. sizeY?: number;
  121361. sizeZ?: number;
  121362. custom?: any;
  121363. faceUV?: Vector4[];
  121364. faceColors?: Color4[];
  121365. flat?: boolean;
  121366. updatable?: boolean;
  121367. sideOrientation?: number;
  121368. frontUVs?: Vector4;
  121369. backUVs?: Vector4;
  121370. }, scene?: Nullable<Scene>): Mesh;
  121371. /**
  121372. * Creates a decal mesh.
  121373. * 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
  121374. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121375. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121376. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121377. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121378. * @param name defines the name of the mesh
  121379. * @param sourceMesh defines the mesh where the decal must be applied
  121380. * @param options defines the options used to create the mesh
  121381. * @param scene defines the hosting scene
  121382. * @returns the decal mesh
  121383. * @see https://doc.babylonjs.com/how_to/decals
  121384. */
  121385. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121386. position?: Vector3;
  121387. normal?: Vector3;
  121388. size?: Vector3;
  121389. angle?: number;
  121390. }): Mesh;
  121391. }
  121392. }
  121393. declare module BABYLON {
  121394. /**
  121395. * A simplifier interface for future simplification implementations
  121396. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121397. */
  121398. export interface ISimplifier {
  121399. /**
  121400. * Simplification of a given mesh according to the given settings.
  121401. * Since this requires computation, it is assumed that the function runs async.
  121402. * @param settings The settings of the simplification, including quality and distance
  121403. * @param successCallback A callback that will be called after the mesh was simplified.
  121404. * @param errorCallback in case of an error, this callback will be called. optional.
  121405. */
  121406. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121407. }
  121408. /**
  121409. * Expected simplification settings.
  121410. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121411. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121412. */
  121413. export interface ISimplificationSettings {
  121414. /**
  121415. * Gets or sets the expected quality
  121416. */
  121417. quality: number;
  121418. /**
  121419. * Gets or sets the distance when this optimized version should be used
  121420. */
  121421. distance: number;
  121422. /**
  121423. * Gets an already optimized mesh
  121424. */
  121425. optimizeMesh?: boolean;
  121426. }
  121427. /**
  121428. * Class used to specify simplification options
  121429. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121430. */
  121431. export class SimplificationSettings implements ISimplificationSettings {
  121432. /** expected quality */
  121433. quality: number;
  121434. /** distance when this optimized version should be used */
  121435. distance: number;
  121436. /** already optimized mesh */
  121437. optimizeMesh?: boolean | undefined;
  121438. /**
  121439. * Creates a SimplificationSettings
  121440. * @param quality expected quality
  121441. * @param distance distance when this optimized version should be used
  121442. * @param optimizeMesh already optimized mesh
  121443. */
  121444. constructor(
  121445. /** expected quality */
  121446. quality: number,
  121447. /** distance when this optimized version should be used */
  121448. distance: number,
  121449. /** already optimized mesh */
  121450. optimizeMesh?: boolean | undefined);
  121451. }
  121452. /**
  121453. * Interface used to define a simplification task
  121454. */
  121455. export interface ISimplificationTask {
  121456. /**
  121457. * Array of settings
  121458. */
  121459. settings: Array<ISimplificationSettings>;
  121460. /**
  121461. * Simplification type
  121462. */
  121463. simplificationType: SimplificationType;
  121464. /**
  121465. * Mesh to simplify
  121466. */
  121467. mesh: Mesh;
  121468. /**
  121469. * Callback called on success
  121470. */
  121471. successCallback?: () => void;
  121472. /**
  121473. * Defines if parallel processing can be used
  121474. */
  121475. parallelProcessing: boolean;
  121476. }
  121477. /**
  121478. * Queue used to order the simplification tasks
  121479. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121480. */
  121481. export class SimplificationQueue {
  121482. private _simplificationArray;
  121483. /**
  121484. * Gets a boolean indicating that the process is still running
  121485. */
  121486. running: boolean;
  121487. /**
  121488. * Creates a new queue
  121489. */
  121490. constructor();
  121491. /**
  121492. * Adds a new simplification task
  121493. * @param task defines a task to add
  121494. */
  121495. addTask(task: ISimplificationTask): void;
  121496. /**
  121497. * Execute next task
  121498. */
  121499. executeNext(): void;
  121500. /**
  121501. * Execute a simplification task
  121502. * @param task defines the task to run
  121503. */
  121504. runSimplification(task: ISimplificationTask): void;
  121505. private getSimplifier;
  121506. }
  121507. /**
  121508. * The implemented types of simplification
  121509. * At the moment only Quadratic Error Decimation is implemented
  121510. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121511. */
  121512. export enum SimplificationType {
  121513. /** Quadratic error decimation */
  121514. QUADRATIC = 0
  121515. }
  121516. }
  121517. declare module BABYLON {
  121518. interface Scene {
  121519. /** @hidden (Backing field) */
  121520. _simplificationQueue: SimplificationQueue;
  121521. /**
  121522. * Gets or sets the simplification queue attached to the scene
  121523. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121524. */
  121525. simplificationQueue: SimplificationQueue;
  121526. }
  121527. interface Mesh {
  121528. /**
  121529. * Simplify the mesh according to the given array of settings.
  121530. * Function will return immediately and will simplify async
  121531. * @param settings a collection of simplification settings
  121532. * @param parallelProcessing should all levels calculate parallel or one after the other
  121533. * @param simplificationType the type of simplification to run
  121534. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121535. * @returns the current mesh
  121536. */
  121537. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121538. }
  121539. /**
  121540. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121541. * created in a scene
  121542. */
  121543. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121544. /**
  121545. * The component name helpfull to identify the component in the list of scene components.
  121546. */
  121547. readonly name: string;
  121548. /**
  121549. * The scene the component belongs to.
  121550. */
  121551. scene: Scene;
  121552. /**
  121553. * Creates a new instance of the component for the given scene
  121554. * @param scene Defines the scene to register the component in
  121555. */
  121556. constructor(scene: Scene);
  121557. /**
  121558. * Registers the component in a given scene
  121559. */
  121560. register(): void;
  121561. /**
  121562. * Rebuilds the elements related to this component in case of
  121563. * context lost for instance.
  121564. */
  121565. rebuild(): void;
  121566. /**
  121567. * Disposes the component and the associated ressources
  121568. */
  121569. dispose(): void;
  121570. private _beforeCameraUpdate;
  121571. }
  121572. }
  121573. declare module BABYLON {
  121574. /**
  121575. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121576. */
  121577. export interface INavigationEnginePlugin {
  121578. /**
  121579. * plugin name
  121580. */
  121581. name: string;
  121582. /**
  121583. * Creates a navigation mesh
  121584. * @param meshes array of all the geometry used to compute the navigatio mesh
  121585. * @param parameters bunch of parameters used to filter geometry
  121586. */
  121587. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121588. /**
  121589. * Create a navigation mesh debug mesh
  121590. * @param scene is where the mesh will be added
  121591. * @returns debug display mesh
  121592. */
  121593. createDebugNavMesh(scene: Scene): Mesh;
  121594. /**
  121595. * Get a navigation mesh constrained position, closest to the parameter position
  121596. * @param position world position
  121597. * @returns the closest point to position constrained by the navigation mesh
  121598. */
  121599. getClosestPoint(position: Vector3): Vector3;
  121600. /**
  121601. * Get a navigation mesh constrained position, within a particular radius
  121602. * @param position world position
  121603. * @param maxRadius the maximum distance to the constrained world position
  121604. * @returns the closest point to position constrained by the navigation mesh
  121605. */
  121606. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121607. /**
  121608. * Compute the final position from a segment made of destination-position
  121609. * @param position world position
  121610. * @param destination world position
  121611. * @returns the resulting point along the navmesh
  121612. */
  121613. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121614. /**
  121615. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121616. * @param start world position
  121617. * @param end world position
  121618. * @returns array containing world position composing the path
  121619. */
  121620. computePath(start: Vector3, end: Vector3): Vector3[];
  121621. /**
  121622. * If this plugin is supported
  121623. * @returns true if plugin is supported
  121624. */
  121625. isSupported(): boolean;
  121626. /**
  121627. * Create a new Crowd so you can add agents
  121628. * @param maxAgents the maximum agent count in the crowd
  121629. * @param maxAgentRadius the maximum radius an agent can have
  121630. * @param scene to attach the crowd to
  121631. * @returns the crowd you can add agents to
  121632. */
  121633. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121634. /**
  121635. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121636. * The queries will try to find a solution within those bounds
  121637. * default is (1,1,1)
  121638. * @param extent x,y,z value that define the extent around the queries point of reference
  121639. */
  121640. setDefaultQueryExtent(extent: Vector3): void;
  121641. /**
  121642. * Get the Bounding box extent specified by setDefaultQueryExtent
  121643. * @returns the box extent values
  121644. */
  121645. getDefaultQueryExtent(): Vector3;
  121646. /**
  121647. * Release all resources
  121648. */
  121649. dispose(): void;
  121650. }
  121651. /**
  121652. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  121653. */
  121654. export interface ICrowd {
  121655. /**
  121656. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121657. * You can attach anything to that node. The node position is updated in the scene update tick.
  121658. * @param pos world position that will be constrained by the navigation mesh
  121659. * @param parameters agent parameters
  121660. * @param transform hooked to the agent that will be update by the scene
  121661. * @returns agent index
  121662. */
  121663. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121664. /**
  121665. * Returns the agent position in world space
  121666. * @param index agent index returned by addAgent
  121667. * @returns world space position
  121668. */
  121669. getAgentPosition(index: number): Vector3;
  121670. /**
  121671. * Gets the agent velocity in world space
  121672. * @param index agent index returned by addAgent
  121673. * @returns world space velocity
  121674. */
  121675. getAgentVelocity(index: number): Vector3;
  121676. /**
  121677. * remove a particular agent previously created
  121678. * @param index agent index returned by addAgent
  121679. */
  121680. removeAgent(index: number): void;
  121681. /**
  121682. * get the list of all agents attached to this crowd
  121683. * @returns list of agent indices
  121684. */
  121685. getAgents(): number[];
  121686. /**
  121687. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121688. * @param deltaTime in seconds
  121689. */
  121690. update(deltaTime: number): void;
  121691. /**
  121692. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121693. * @param index agent index returned by addAgent
  121694. * @param destination targeted world position
  121695. */
  121696. agentGoto(index: number, destination: Vector3): void;
  121697. /**
  121698. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121699. * The queries will try to find a solution within those bounds
  121700. * default is (1,1,1)
  121701. * @param extent x,y,z value that define the extent around the queries point of reference
  121702. */
  121703. setDefaultQueryExtent(extent: Vector3): void;
  121704. /**
  121705. * Get the Bounding box extent specified by setDefaultQueryExtent
  121706. * @returns the box extent values
  121707. */
  121708. getDefaultQueryExtent(): Vector3;
  121709. /**
  121710. * Release all resources
  121711. */
  121712. dispose(): void;
  121713. }
  121714. /**
  121715. * Configures an agent
  121716. */
  121717. export interface IAgentParameters {
  121718. /**
  121719. * Agent radius. [Limit: >= 0]
  121720. */
  121721. radius: number;
  121722. /**
  121723. * Agent height. [Limit: > 0]
  121724. */
  121725. height: number;
  121726. /**
  121727. * Maximum allowed acceleration. [Limit: >= 0]
  121728. */
  121729. maxAcceleration: number;
  121730. /**
  121731. * Maximum allowed speed. [Limit: >= 0]
  121732. */
  121733. maxSpeed: number;
  121734. /**
  121735. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  121736. */
  121737. collisionQueryRange: number;
  121738. /**
  121739. * The path visibility optimization range. [Limit: > 0]
  121740. */
  121741. pathOptimizationRange: number;
  121742. /**
  121743. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  121744. */
  121745. separationWeight: number;
  121746. }
  121747. /**
  121748. * Configures the navigation mesh creation
  121749. */
  121750. export interface INavMeshParameters {
  121751. /**
  121752. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  121753. */
  121754. cs: number;
  121755. /**
  121756. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  121757. */
  121758. ch: number;
  121759. /**
  121760. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  121761. */
  121762. walkableSlopeAngle: number;
  121763. /**
  121764. * Minimum floor to 'ceiling' height that will still allow the floor area to
  121765. * be considered walkable. [Limit: >= 3] [Units: vx]
  121766. */
  121767. walkableHeight: number;
  121768. /**
  121769. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  121770. */
  121771. walkableClimb: number;
  121772. /**
  121773. * The distance to erode/shrink the walkable area of the heightfield away from
  121774. * obstructions. [Limit: >=0] [Units: vx]
  121775. */
  121776. walkableRadius: number;
  121777. /**
  121778. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  121779. */
  121780. maxEdgeLen: number;
  121781. /**
  121782. * The maximum distance a simplfied contour's border edges should deviate
  121783. * the original raw contour. [Limit: >=0] [Units: vx]
  121784. */
  121785. maxSimplificationError: number;
  121786. /**
  121787. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  121788. */
  121789. minRegionArea: number;
  121790. /**
  121791. * Any regions with a span count smaller than this value will, if possible,
  121792. * be merged with larger regions. [Limit: >=0] [Units: vx]
  121793. */
  121794. mergeRegionArea: number;
  121795. /**
  121796. * The maximum number of vertices allowed for polygons generated during the
  121797. * contour to polygon conversion process. [Limit: >= 3]
  121798. */
  121799. maxVertsPerPoly: number;
  121800. /**
  121801. * Sets the sampling distance to use when generating the detail mesh.
  121802. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  121803. */
  121804. detailSampleDist: number;
  121805. /**
  121806. * The maximum distance the detail mesh surface should deviate from heightfield
  121807. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  121808. */
  121809. detailSampleMaxError: number;
  121810. }
  121811. }
  121812. declare module BABYLON {
  121813. /**
  121814. * RecastJS navigation plugin
  121815. */
  121816. export class RecastJSPlugin implements INavigationEnginePlugin {
  121817. /**
  121818. * Reference to the Recast library
  121819. */
  121820. bjsRECAST: any;
  121821. /**
  121822. * plugin name
  121823. */
  121824. name: string;
  121825. /**
  121826. * the first navmesh created. We might extend this to support multiple navmeshes
  121827. */
  121828. navMesh: any;
  121829. /**
  121830. * Initializes the recastJS plugin
  121831. * @param recastInjection can be used to inject your own recast reference
  121832. */
  121833. constructor(recastInjection?: any);
  121834. /**
  121835. * Creates a navigation mesh
  121836. * @param meshes array of all the geometry used to compute the navigatio mesh
  121837. * @param parameters bunch of parameters used to filter geometry
  121838. */
  121839. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121840. /**
  121841. * Create a navigation mesh debug mesh
  121842. * @param scene is where the mesh will be added
  121843. * @returns debug display mesh
  121844. */
  121845. createDebugNavMesh(scene: Scene): Mesh;
  121846. /**
  121847. * Get a navigation mesh constrained position, closest to the parameter position
  121848. * @param position world position
  121849. * @returns the closest point to position constrained by the navigation mesh
  121850. */
  121851. getClosestPoint(position: Vector3): Vector3;
  121852. /**
  121853. * Get a navigation mesh constrained position, within a particular radius
  121854. * @param position world position
  121855. * @param maxRadius the maximum distance to the constrained world position
  121856. * @returns the closest point to position constrained by the navigation mesh
  121857. */
  121858. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121859. /**
  121860. * Compute the final position from a segment made of destination-position
  121861. * @param position world position
  121862. * @param destination world position
  121863. * @returns the resulting point along the navmesh
  121864. */
  121865. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121866. /**
  121867. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121868. * @param start world position
  121869. * @param end world position
  121870. * @returns array containing world position composing the path
  121871. */
  121872. computePath(start: Vector3, end: Vector3): Vector3[];
  121873. /**
  121874. * Create a new Crowd so you can add agents
  121875. * @param maxAgents the maximum agent count in the crowd
  121876. * @param maxAgentRadius the maximum radius an agent can have
  121877. * @param scene to attach the crowd to
  121878. * @returns the crowd you can add agents to
  121879. */
  121880. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121881. /**
  121882. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121883. * The queries will try to find a solution within those bounds
  121884. * default is (1,1,1)
  121885. * @param extent x,y,z value that define the extent around the queries point of reference
  121886. */
  121887. setDefaultQueryExtent(extent: Vector3): void;
  121888. /**
  121889. * Get the Bounding box extent specified by setDefaultQueryExtent
  121890. * @returns the box extent values
  121891. */
  121892. getDefaultQueryExtent(): Vector3;
  121893. /**
  121894. * Disposes
  121895. */
  121896. dispose(): void;
  121897. /**
  121898. * If this plugin is supported
  121899. * @returns true if plugin is supported
  121900. */
  121901. isSupported(): boolean;
  121902. }
  121903. /**
  121904. * Recast detour crowd implementation
  121905. */
  121906. export class RecastJSCrowd implements ICrowd {
  121907. /**
  121908. * Recast/detour plugin
  121909. */
  121910. bjsRECASTPlugin: RecastJSPlugin;
  121911. /**
  121912. * Link to the detour crowd
  121913. */
  121914. recastCrowd: any;
  121915. /**
  121916. * One transform per agent
  121917. */
  121918. transforms: TransformNode[];
  121919. /**
  121920. * All agents created
  121921. */
  121922. agents: number[];
  121923. /**
  121924. * Link to the scene is kept to unregister the crowd from the scene
  121925. */
  121926. private _scene;
  121927. /**
  121928. * Observer for crowd updates
  121929. */
  121930. private _onBeforeAnimationsObserver;
  121931. /**
  121932. * Constructor
  121933. * @param plugin recastJS plugin
  121934. * @param maxAgents the maximum agent count in the crowd
  121935. * @param maxAgentRadius the maximum radius an agent can have
  121936. * @param scene to attach the crowd to
  121937. * @returns the crowd you can add agents to
  121938. */
  121939. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  121940. /**
  121941. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121942. * You can attach anything to that node. The node position is updated in the scene update tick.
  121943. * @param pos world position that will be constrained by the navigation mesh
  121944. * @param parameters agent parameters
  121945. * @param transform hooked to the agent that will be update by the scene
  121946. * @returns agent index
  121947. */
  121948. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121949. /**
  121950. * Returns the agent position in world space
  121951. * @param index agent index returned by addAgent
  121952. * @returns world space position
  121953. */
  121954. getAgentPosition(index: number): Vector3;
  121955. /**
  121956. * Returns the agent velocity in world space
  121957. * @param index agent index returned by addAgent
  121958. * @returns world space velocity
  121959. */
  121960. getAgentVelocity(index: number): Vector3;
  121961. /**
  121962. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121963. * @param index agent index returned by addAgent
  121964. * @param destination targeted world position
  121965. */
  121966. agentGoto(index: number, destination: Vector3): void;
  121967. /**
  121968. * remove a particular agent previously created
  121969. * @param index agent index returned by addAgent
  121970. */
  121971. removeAgent(index: number): void;
  121972. /**
  121973. * get the list of all agents attached to this crowd
  121974. * @returns list of agent indices
  121975. */
  121976. getAgents(): number[];
  121977. /**
  121978. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121979. * @param deltaTime in seconds
  121980. */
  121981. update(deltaTime: number): void;
  121982. /**
  121983. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121984. * The queries will try to find a solution within those bounds
  121985. * default is (1,1,1)
  121986. * @param extent x,y,z value that define the extent around the queries point of reference
  121987. */
  121988. setDefaultQueryExtent(extent: Vector3): void;
  121989. /**
  121990. * Get the Bounding box extent specified by setDefaultQueryExtent
  121991. * @returns the box extent values
  121992. */
  121993. getDefaultQueryExtent(): Vector3;
  121994. /**
  121995. * Release all resources
  121996. */
  121997. dispose(): void;
  121998. }
  121999. }
  122000. declare module BABYLON {
  122001. /**
  122002. * Class used to enable access to IndexedDB
  122003. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122004. */
  122005. export class Database implements IOfflineProvider {
  122006. private _callbackManifestChecked;
  122007. private _currentSceneUrl;
  122008. private _db;
  122009. private _enableSceneOffline;
  122010. private _enableTexturesOffline;
  122011. private _manifestVersionFound;
  122012. private _mustUpdateRessources;
  122013. private _hasReachedQuota;
  122014. private _isSupported;
  122015. private _idbFactory;
  122016. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122017. private static IsUASupportingBlobStorage;
  122018. /**
  122019. * Gets a boolean indicating if Database storate is enabled (off by default)
  122020. */
  122021. static IDBStorageEnabled: boolean;
  122022. /**
  122023. * Gets a boolean indicating if scene must be saved in the database
  122024. */
  122025. readonly enableSceneOffline: boolean;
  122026. /**
  122027. * Gets a boolean indicating if textures must be saved in the database
  122028. */
  122029. readonly enableTexturesOffline: boolean;
  122030. /**
  122031. * Creates a new Database
  122032. * @param urlToScene defines the url to load the scene
  122033. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122034. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122035. */
  122036. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122037. private static _ParseURL;
  122038. private static _ReturnFullUrlLocation;
  122039. private _checkManifestFile;
  122040. /**
  122041. * Open the database and make it available
  122042. * @param successCallback defines the callback to call on success
  122043. * @param errorCallback defines the callback to call on error
  122044. */
  122045. open(successCallback: () => void, errorCallback: () => void): void;
  122046. /**
  122047. * Loads an image from the database
  122048. * @param url defines the url to load from
  122049. * @param image defines the target DOM image
  122050. */
  122051. loadImage(url: string, image: HTMLImageElement): void;
  122052. private _loadImageFromDBAsync;
  122053. private _saveImageIntoDBAsync;
  122054. private _checkVersionFromDB;
  122055. private _loadVersionFromDBAsync;
  122056. private _saveVersionIntoDBAsync;
  122057. /**
  122058. * Loads a file from database
  122059. * @param url defines the URL to load from
  122060. * @param sceneLoaded defines a callback to call on success
  122061. * @param progressCallBack defines a callback to call when progress changed
  122062. * @param errorCallback defines a callback to call on error
  122063. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122064. */
  122065. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122066. private _loadFileAsync;
  122067. private _saveFileAsync;
  122068. /**
  122069. * Validates if xhr data is correct
  122070. * @param xhr defines the request to validate
  122071. * @param dataType defines the expected data type
  122072. * @returns true if data is correct
  122073. */
  122074. private static _ValidateXHRData;
  122075. }
  122076. }
  122077. declare module BABYLON {
  122078. /** @hidden */
  122079. export var gpuUpdateParticlesPixelShader: {
  122080. name: string;
  122081. shader: string;
  122082. };
  122083. }
  122084. declare module BABYLON {
  122085. /** @hidden */
  122086. export var gpuUpdateParticlesVertexShader: {
  122087. name: string;
  122088. shader: string;
  122089. };
  122090. }
  122091. declare module BABYLON {
  122092. /** @hidden */
  122093. export var clipPlaneFragmentDeclaration2: {
  122094. name: string;
  122095. shader: string;
  122096. };
  122097. }
  122098. declare module BABYLON {
  122099. /** @hidden */
  122100. export var gpuRenderParticlesPixelShader: {
  122101. name: string;
  122102. shader: string;
  122103. };
  122104. }
  122105. declare module BABYLON {
  122106. /** @hidden */
  122107. export var clipPlaneVertexDeclaration2: {
  122108. name: string;
  122109. shader: string;
  122110. };
  122111. }
  122112. declare module BABYLON {
  122113. /** @hidden */
  122114. export var gpuRenderParticlesVertexShader: {
  122115. name: string;
  122116. shader: string;
  122117. };
  122118. }
  122119. declare module BABYLON {
  122120. /**
  122121. * This represents a GPU particle system in Babylon
  122122. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122123. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122124. */
  122125. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122126. /**
  122127. * The layer mask we are rendering the particles through.
  122128. */
  122129. layerMask: number;
  122130. private _capacity;
  122131. private _activeCount;
  122132. private _currentActiveCount;
  122133. private _accumulatedCount;
  122134. private _renderEffect;
  122135. private _updateEffect;
  122136. private _buffer0;
  122137. private _buffer1;
  122138. private _spriteBuffer;
  122139. private _updateVAO;
  122140. private _renderVAO;
  122141. private _targetIndex;
  122142. private _sourceBuffer;
  122143. private _targetBuffer;
  122144. private _engine;
  122145. private _currentRenderId;
  122146. private _started;
  122147. private _stopped;
  122148. private _timeDelta;
  122149. private _randomTexture;
  122150. private _randomTexture2;
  122151. private _attributesStrideSize;
  122152. private _updateEffectOptions;
  122153. private _randomTextureSize;
  122154. private _actualFrame;
  122155. private readonly _rawTextureWidth;
  122156. /**
  122157. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122158. */
  122159. static readonly IsSupported: boolean;
  122160. /**
  122161. * An event triggered when the system is disposed.
  122162. */
  122163. onDisposeObservable: Observable<GPUParticleSystem>;
  122164. /**
  122165. * Gets the maximum number of particles active at the same time.
  122166. * @returns The max number of active particles.
  122167. */
  122168. getCapacity(): number;
  122169. /**
  122170. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122171. * to override the particles.
  122172. */
  122173. forceDepthWrite: boolean;
  122174. /**
  122175. * Gets or set the number of active particles
  122176. */
  122177. activeParticleCount: number;
  122178. private _preWarmDone;
  122179. /**
  122180. * Is this system ready to be used/rendered
  122181. * @return true if the system is ready
  122182. */
  122183. isReady(): boolean;
  122184. /**
  122185. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122186. * @returns True if it has been started, otherwise false.
  122187. */
  122188. isStarted(): boolean;
  122189. /**
  122190. * Starts the particle system and begins to emit
  122191. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122192. */
  122193. start(delay?: number): void;
  122194. /**
  122195. * Stops the particle system.
  122196. */
  122197. stop(): void;
  122198. /**
  122199. * Remove all active particles
  122200. */
  122201. reset(): void;
  122202. /**
  122203. * Returns the string "GPUParticleSystem"
  122204. * @returns a string containing the class name
  122205. */
  122206. getClassName(): string;
  122207. private _colorGradientsTexture;
  122208. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122209. /**
  122210. * Adds a new color gradient
  122211. * @param gradient defines the gradient to use (between 0 and 1)
  122212. * @param color1 defines the color to affect to the specified gradient
  122213. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122214. * @returns the current particle system
  122215. */
  122216. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122217. /**
  122218. * Remove a specific color gradient
  122219. * @param gradient defines the gradient to remove
  122220. * @returns the current particle system
  122221. */
  122222. removeColorGradient(gradient: number): GPUParticleSystem;
  122223. private _angularSpeedGradientsTexture;
  122224. private _sizeGradientsTexture;
  122225. private _velocityGradientsTexture;
  122226. private _limitVelocityGradientsTexture;
  122227. private _dragGradientsTexture;
  122228. private _addFactorGradient;
  122229. /**
  122230. * Adds a new size gradient
  122231. * @param gradient defines the gradient to use (between 0 and 1)
  122232. * @param factor defines the size factor to affect to the specified gradient
  122233. * @returns the current particle system
  122234. */
  122235. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122236. /**
  122237. * Remove a specific size gradient
  122238. * @param gradient defines the gradient to remove
  122239. * @returns the current particle system
  122240. */
  122241. removeSizeGradient(gradient: number): GPUParticleSystem;
  122242. /**
  122243. * Adds a new angular speed gradient
  122244. * @param gradient defines the gradient to use (between 0 and 1)
  122245. * @param factor defines the angular speed to affect to the specified gradient
  122246. * @returns the current particle system
  122247. */
  122248. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122249. /**
  122250. * Remove a specific angular speed gradient
  122251. * @param gradient defines the gradient to remove
  122252. * @returns the current particle system
  122253. */
  122254. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122255. /**
  122256. * Adds a new velocity gradient
  122257. * @param gradient defines the gradient to use (between 0 and 1)
  122258. * @param factor defines the velocity to affect to the specified gradient
  122259. * @returns the current particle system
  122260. */
  122261. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122262. /**
  122263. * Remove a specific velocity gradient
  122264. * @param gradient defines the gradient to remove
  122265. * @returns the current particle system
  122266. */
  122267. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122268. /**
  122269. * Adds a new limit velocity gradient
  122270. * @param gradient defines the gradient to use (between 0 and 1)
  122271. * @param factor defines the limit velocity value to affect to the specified gradient
  122272. * @returns the current particle system
  122273. */
  122274. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122275. /**
  122276. * Remove a specific limit velocity gradient
  122277. * @param gradient defines the gradient to remove
  122278. * @returns the current particle system
  122279. */
  122280. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122281. /**
  122282. * Adds a new drag gradient
  122283. * @param gradient defines the gradient to use (between 0 and 1)
  122284. * @param factor defines the drag value to affect to the specified gradient
  122285. * @returns the current particle system
  122286. */
  122287. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122288. /**
  122289. * Remove a specific drag gradient
  122290. * @param gradient defines the gradient to remove
  122291. * @returns the current particle system
  122292. */
  122293. removeDragGradient(gradient: number): GPUParticleSystem;
  122294. /**
  122295. * Not supported by GPUParticleSystem
  122296. * @param gradient defines the gradient to use (between 0 and 1)
  122297. * @param factor defines the emit rate value to affect to the specified gradient
  122298. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122299. * @returns the current particle system
  122300. */
  122301. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122302. /**
  122303. * Not supported by GPUParticleSystem
  122304. * @param gradient defines the gradient to remove
  122305. * @returns the current particle system
  122306. */
  122307. removeEmitRateGradient(gradient: number): IParticleSystem;
  122308. /**
  122309. * Not supported by GPUParticleSystem
  122310. * @param gradient defines the gradient to use (between 0 and 1)
  122311. * @param factor defines the start size value to affect to the specified gradient
  122312. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122313. * @returns the current particle system
  122314. */
  122315. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122316. /**
  122317. * Not supported by GPUParticleSystem
  122318. * @param gradient defines the gradient to remove
  122319. * @returns the current particle system
  122320. */
  122321. removeStartSizeGradient(gradient: number): IParticleSystem;
  122322. /**
  122323. * Not supported by GPUParticleSystem
  122324. * @param gradient defines the gradient to use (between 0 and 1)
  122325. * @param min defines the color remap minimal range
  122326. * @param max defines the color remap maximal range
  122327. * @returns the current particle system
  122328. */
  122329. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122330. /**
  122331. * Not supported by GPUParticleSystem
  122332. * @param gradient defines the gradient to remove
  122333. * @returns the current particle system
  122334. */
  122335. removeColorRemapGradient(): IParticleSystem;
  122336. /**
  122337. * Not supported by GPUParticleSystem
  122338. * @param gradient defines the gradient to use (between 0 and 1)
  122339. * @param min defines the alpha remap minimal range
  122340. * @param max defines the alpha remap maximal range
  122341. * @returns the current particle system
  122342. */
  122343. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122344. /**
  122345. * Not supported by GPUParticleSystem
  122346. * @param gradient defines the gradient to remove
  122347. * @returns the current particle system
  122348. */
  122349. removeAlphaRemapGradient(): IParticleSystem;
  122350. /**
  122351. * Not supported by GPUParticleSystem
  122352. * @param gradient defines the gradient to use (between 0 and 1)
  122353. * @param color defines the color to affect to the specified gradient
  122354. * @returns the current particle system
  122355. */
  122356. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122357. /**
  122358. * Not supported by GPUParticleSystem
  122359. * @param gradient defines the gradient to remove
  122360. * @returns the current particle system
  122361. */
  122362. removeRampGradient(): IParticleSystem;
  122363. /**
  122364. * Not supported by GPUParticleSystem
  122365. * @returns the list of ramp gradients
  122366. */
  122367. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122368. /**
  122369. * Not supported by GPUParticleSystem
  122370. * Gets or sets a boolean indicating that ramp gradients must be used
  122371. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122372. */
  122373. useRampGradients: boolean;
  122374. /**
  122375. * Not supported by GPUParticleSystem
  122376. * @param gradient defines the gradient to use (between 0 and 1)
  122377. * @param factor defines the life time factor 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. addLifeTimeGradient(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. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122388. /**
  122389. * Instantiates a GPU particle system.
  122390. * 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.
  122391. * @param name The name of the particle system
  122392. * @param options The options used to create the system
  122393. * @param scene The scene the particle system belongs to
  122394. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122395. */
  122396. constructor(name: string, options: Partial<{
  122397. capacity: number;
  122398. randomTextureSize: number;
  122399. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122400. protected _reset(): void;
  122401. private _createUpdateVAO;
  122402. private _createRenderVAO;
  122403. private _initialize;
  122404. /** @hidden */
  122405. _recreateUpdateEffect(): void;
  122406. /** @hidden */
  122407. _recreateRenderEffect(): void;
  122408. /**
  122409. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122410. * @param preWarm defines if we are in the pre-warmimg phase
  122411. */
  122412. animate(preWarm?: boolean): void;
  122413. private _createFactorGradientTexture;
  122414. private _createSizeGradientTexture;
  122415. private _createAngularSpeedGradientTexture;
  122416. private _createVelocityGradientTexture;
  122417. private _createLimitVelocityGradientTexture;
  122418. private _createDragGradientTexture;
  122419. private _createColorGradientTexture;
  122420. /**
  122421. * Renders the particle system in its current state
  122422. * @param preWarm defines if the system should only update the particles but not render them
  122423. * @returns the current number of particles
  122424. */
  122425. render(preWarm?: boolean): number;
  122426. /**
  122427. * Rebuilds the particle system
  122428. */
  122429. rebuild(): void;
  122430. private _releaseBuffers;
  122431. private _releaseVAOs;
  122432. /**
  122433. * Disposes the particle system and free the associated resources
  122434. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122435. */
  122436. dispose(disposeTexture?: boolean): void;
  122437. /**
  122438. * Clones the particle system.
  122439. * @param name The name of the cloned object
  122440. * @param newEmitter The new emitter to use
  122441. * @returns the cloned particle system
  122442. */
  122443. clone(name: string, newEmitter: any): GPUParticleSystem;
  122444. /**
  122445. * Serializes the particle system to a JSON object.
  122446. * @returns the JSON object
  122447. */
  122448. serialize(): any;
  122449. /**
  122450. * Parses a JSON object to create a GPU particle system.
  122451. * @param parsedParticleSystem The JSON object to parse
  122452. * @param scene The scene to create the particle system in
  122453. * @param rootUrl The root url to use to load external dependencies like texture
  122454. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122455. * @returns the parsed GPU particle system
  122456. */
  122457. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122458. }
  122459. }
  122460. declare module BABYLON {
  122461. /**
  122462. * Represents a set of particle systems working together to create a specific effect
  122463. */
  122464. export class ParticleSystemSet implements IDisposable {
  122465. private _emitterCreationOptions;
  122466. private _emitterNode;
  122467. /**
  122468. * Gets the particle system list
  122469. */
  122470. systems: IParticleSystem[];
  122471. /**
  122472. * Gets the emitter node used with this set
  122473. */
  122474. readonly emitterNode: Nullable<TransformNode>;
  122475. /**
  122476. * Creates a new emitter mesh as a sphere
  122477. * @param options defines the options used to create the sphere
  122478. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122479. * @param scene defines the hosting scene
  122480. */
  122481. setEmitterAsSphere(options: {
  122482. diameter: number;
  122483. segments: number;
  122484. color: Color3;
  122485. }, renderingGroupId: number, scene: Scene): void;
  122486. /**
  122487. * Starts all particle systems of the set
  122488. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122489. */
  122490. start(emitter?: AbstractMesh): void;
  122491. /**
  122492. * Release all associated resources
  122493. */
  122494. dispose(): void;
  122495. /**
  122496. * Serialize the set into a JSON compatible object
  122497. * @returns a JSON compatible representation of the set
  122498. */
  122499. serialize(): any;
  122500. /**
  122501. * Parse a new ParticleSystemSet from a serialized source
  122502. * @param data defines a JSON compatible representation of the set
  122503. * @param scene defines the hosting scene
  122504. * @param gpu defines if we want GPU particles or CPU particles
  122505. * @returns a new ParticleSystemSet
  122506. */
  122507. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122508. }
  122509. }
  122510. declare module BABYLON {
  122511. /**
  122512. * This class is made for on one-liner static method to help creating particle system set.
  122513. */
  122514. export class ParticleHelper {
  122515. /**
  122516. * Gets or sets base Assets URL
  122517. */
  122518. static BaseAssetsUrl: string;
  122519. /**
  122520. * Create a default particle system that you can tweak
  122521. * @param emitter defines the emitter to use
  122522. * @param capacity defines the system capacity (default is 500 particles)
  122523. * @param scene defines the hosting scene
  122524. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122525. * @returns the new Particle system
  122526. */
  122527. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122528. /**
  122529. * This is the main static method (one-liner) of this helper to create different particle systems
  122530. * @param type This string represents the type to the particle system to create
  122531. * @param scene The scene where the particle system should live
  122532. * @param gpu If the system will use gpu
  122533. * @returns the ParticleSystemSet created
  122534. */
  122535. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122536. /**
  122537. * Static function used to export a particle system to a ParticleSystemSet variable.
  122538. * Please note that the emitter shape is not exported
  122539. * @param systems defines the particle systems to export
  122540. * @returns the created particle system set
  122541. */
  122542. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122543. }
  122544. }
  122545. declare module BABYLON {
  122546. interface Engine {
  122547. /**
  122548. * Create an effect to use with particle systems.
  122549. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122550. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122551. * @param uniformsNames defines a list of attribute names
  122552. * @param samplers defines an array of string used to represent textures
  122553. * @param defines defines the string containing the defines to use to compile the shaders
  122554. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122555. * @param onCompiled defines a function to call when the effect creation is successful
  122556. * @param onError defines a function to call when the effect creation has failed
  122557. * @returns the new Effect
  122558. */
  122559. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122560. }
  122561. interface Mesh {
  122562. /**
  122563. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122564. * @returns an array of IParticleSystem
  122565. */
  122566. getEmittedParticleSystems(): IParticleSystem[];
  122567. /**
  122568. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122569. * @returns an array of IParticleSystem
  122570. */
  122571. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122572. }
  122573. /**
  122574. * @hidden
  122575. */
  122576. export var _IDoNeedToBeInTheBuild: number;
  122577. }
  122578. declare module BABYLON {
  122579. interface Scene {
  122580. /** @hidden (Backing field) */
  122581. _physicsEngine: Nullable<IPhysicsEngine>;
  122582. /**
  122583. * Gets the current physics engine
  122584. * @returns a IPhysicsEngine or null if none attached
  122585. */
  122586. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122587. /**
  122588. * Enables physics to the current scene
  122589. * @param gravity defines the scene's gravity for the physics engine
  122590. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122591. * @return a boolean indicating if the physics engine was initialized
  122592. */
  122593. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  122594. /**
  122595. * Disables and disposes the physics engine associated with the scene
  122596. */
  122597. disablePhysicsEngine(): void;
  122598. /**
  122599. * Gets a boolean indicating if there is an active physics engine
  122600. * @returns a boolean indicating if there is an active physics engine
  122601. */
  122602. isPhysicsEnabled(): boolean;
  122603. /**
  122604. * Deletes a physics compound impostor
  122605. * @param compound defines the compound to delete
  122606. */
  122607. deleteCompoundImpostor(compound: any): void;
  122608. /**
  122609. * An event triggered when physic simulation is about to be run
  122610. */
  122611. onBeforePhysicsObservable: Observable<Scene>;
  122612. /**
  122613. * An event triggered when physic simulation has been done
  122614. */
  122615. onAfterPhysicsObservable: Observable<Scene>;
  122616. }
  122617. interface AbstractMesh {
  122618. /** @hidden */
  122619. _physicsImpostor: Nullable<PhysicsImpostor>;
  122620. /**
  122621. * Gets or sets impostor used for physic simulation
  122622. * @see http://doc.babylonjs.com/features/physics_engine
  122623. */
  122624. physicsImpostor: Nullable<PhysicsImpostor>;
  122625. /**
  122626. * Gets the current physics impostor
  122627. * @see http://doc.babylonjs.com/features/physics_engine
  122628. * @returns a physics impostor or null
  122629. */
  122630. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  122631. /** Apply a physic impulse to the mesh
  122632. * @param force defines the force to apply
  122633. * @param contactPoint defines where to apply the force
  122634. * @returns the current mesh
  122635. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  122636. */
  122637. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  122638. /**
  122639. * Creates a physic joint between two meshes
  122640. * @param otherMesh defines the other mesh to use
  122641. * @param pivot1 defines the pivot to use on this mesh
  122642. * @param pivot2 defines the pivot to use on the other mesh
  122643. * @param options defines additional options (can be plugin dependent)
  122644. * @returns the current mesh
  122645. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  122646. */
  122647. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  122648. /** @hidden */
  122649. _disposePhysicsObserver: Nullable<Observer<Node>>;
  122650. }
  122651. /**
  122652. * Defines the physics engine scene component responsible to manage a physics engine
  122653. */
  122654. export class PhysicsEngineSceneComponent implements ISceneComponent {
  122655. /**
  122656. * The component name helpful to identify the component in the list of scene components.
  122657. */
  122658. readonly name: string;
  122659. /**
  122660. * The scene the component belongs to.
  122661. */
  122662. scene: Scene;
  122663. /**
  122664. * Creates a new instance of the component for the given scene
  122665. * @param scene Defines the scene to register the component in
  122666. */
  122667. constructor(scene: Scene);
  122668. /**
  122669. * Registers the component in a given scene
  122670. */
  122671. register(): void;
  122672. /**
  122673. * Rebuilds the elements related to this component in case of
  122674. * context lost for instance.
  122675. */
  122676. rebuild(): void;
  122677. /**
  122678. * Disposes the component and the associated ressources
  122679. */
  122680. dispose(): void;
  122681. }
  122682. }
  122683. declare module BABYLON {
  122684. /**
  122685. * A helper for physics simulations
  122686. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122687. */
  122688. export class PhysicsHelper {
  122689. private _scene;
  122690. private _physicsEngine;
  122691. /**
  122692. * Initializes the Physics helper
  122693. * @param scene Babylon.js scene
  122694. */
  122695. constructor(scene: Scene);
  122696. /**
  122697. * Applies a radial explosion impulse
  122698. * @param origin the origin of the explosion
  122699. * @param radiusOrEventOptions the radius or the options of radial explosion
  122700. * @param strength the explosion strength
  122701. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122702. * @returns A physics radial explosion event, or null
  122703. */
  122704. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122705. /**
  122706. * Applies a radial explosion force
  122707. * @param origin the origin of the explosion
  122708. * @param radiusOrEventOptions the radius or the options of radial explosion
  122709. * @param strength the explosion strength
  122710. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122711. * @returns A physics radial explosion event, or null
  122712. */
  122713. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122714. /**
  122715. * Creates a gravitational field
  122716. * @param origin the origin of the explosion
  122717. * @param radiusOrEventOptions the radius or the options of radial explosion
  122718. * @param strength the explosion strength
  122719. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122720. * @returns A physics gravitational field event, or null
  122721. */
  122722. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  122723. /**
  122724. * Creates a physics updraft event
  122725. * @param origin the origin of the updraft
  122726. * @param radiusOrEventOptions the radius or the options of the updraft
  122727. * @param strength the strength of the updraft
  122728. * @param height the height of the updraft
  122729. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  122730. * @returns A physics updraft event, or null
  122731. */
  122732. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  122733. /**
  122734. * Creates a physics vortex event
  122735. * @param origin the of the vortex
  122736. * @param radiusOrEventOptions the radius or the options of the vortex
  122737. * @param strength the strength of the vortex
  122738. * @param height the height of the vortex
  122739. * @returns a Physics vortex event, or null
  122740. * A physics vortex event or null
  122741. */
  122742. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  122743. }
  122744. /**
  122745. * Represents a physics radial explosion event
  122746. */
  122747. class PhysicsRadialExplosionEvent {
  122748. private _scene;
  122749. private _options;
  122750. private _sphere;
  122751. private _dataFetched;
  122752. /**
  122753. * Initializes a radial explosioin event
  122754. * @param _scene BabylonJS scene
  122755. * @param _options The options for the vortex event
  122756. */
  122757. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  122758. /**
  122759. * Returns the data related to the radial explosion event (sphere).
  122760. * @returns The radial explosion event data
  122761. */
  122762. getData(): PhysicsRadialExplosionEventData;
  122763. /**
  122764. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  122765. * @param impostor A physics imposter
  122766. * @param origin the origin of the explosion
  122767. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  122768. */
  122769. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  122770. /**
  122771. * Triggers affecterd impostors callbacks
  122772. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  122773. */
  122774. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  122775. /**
  122776. * Disposes the sphere.
  122777. * @param force Specifies if the sphere should be disposed by force
  122778. */
  122779. dispose(force?: boolean): void;
  122780. /*** Helpers ***/
  122781. private _prepareSphere;
  122782. private _intersectsWithSphere;
  122783. }
  122784. /**
  122785. * Represents a gravitational field event
  122786. */
  122787. class PhysicsGravitationalFieldEvent {
  122788. private _physicsHelper;
  122789. private _scene;
  122790. private _origin;
  122791. private _options;
  122792. private _tickCallback;
  122793. private _sphere;
  122794. private _dataFetched;
  122795. /**
  122796. * Initializes the physics gravitational field event
  122797. * @param _physicsHelper A physics helper
  122798. * @param _scene BabylonJS scene
  122799. * @param _origin The origin position of the gravitational field event
  122800. * @param _options The options for the vortex event
  122801. */
  122802. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  122803. /**
  122804. * Returns the data related to the gravitational field event (sphere).
  122805. * @returns A gravitational field event
  122806. */
  122807. getData(): PhysicsGravitationalFieldEventData;
  122808. /**
  122809. * Enables the gravitational field.
  122810. */
  122811. enable(): void;
  122812. /**
  122813. * Disables the gravitational field.
  122814. */
  122815. disable(): void;
  122816. /**
  122817. * Disposes the sphere.
  122818. * @param force The force to dispose from the gravitational field event
  122819. */
  122820. dispose(force?: boolean): void;
  122821. private _tick;
  122822. }
  122823. /**
  122824. * Represents a physics updraft event
  122825. */
  122826. class PhysicsUpdraftEvent {
  122827. private _scene;
  122828. private _origin;
  122829. private _options;
  122830. private _physicsEngine;
  122831. private _originTop;
  122832. private _originDirection;
  122833. private _tickCallback;
  122834. private _cylinder;
  122835. private _cylinderPosition;
  122836. private _dataFetched;
  122837. /**
  122838. * Initializes the physics updraft event
  122839. * @param _scene BabylonJS scene
  122840. * @param _origin The origin position of the updraft
  122841. * @param _options The options for the updraft event
  122842. */
  122843. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  122844. /**
  122845. * Returns the data related to the updraft event (cylinder).
  122846. * @returns A physics updraft event
  122847. */
  122848. getData(): PhysicsUpdraftEventData;
  122849. /**
  122850. * Enables the updraft.
  122851. */
  122852. enable(): void;
  122853. /**
  122854. * Disables the updraft.
  122855. */
  122856. disable(): void;
  122857. /**
  122858. * Disposes the cylinder.
  122859. * @param force Specifies if the updraft should be disposed by force
  122860. */
  122861. dispose(force?: boolean): void;
  122862. private getImpostorHitData;
  122863. private _tick;
  122864. /*** Helpers ***/
  122865. private _prepareCylinder;
  122866. private _intersectsWithCylinder;
  122867. }
  122868. /**
  122869. * Represents a physics vortex event
  122870. */
  122871. class PhysicsVortexEvent {
  122872. private _scene;
  122873. private _origin;
  122874. private _options;
  122875. private _physicsEngine;
  122876. private _originTop;
  122877. private _tickCallback;
  122878. private _cylinder;
  122879. private _cylinderPosition;
  122880. private _dataFetched;
  122881. /**
  122882. * Initializes the physics vortex event
  122883. * @param _scene The BabylonJS scene
  122884. * @param _origin The origin position of the vortex
  122885. * @param _options The options for the vortex event
  122886. */
  122887. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  122888. /**
  122889. * Returns the data related to the vortex event (cylinder).
  122890. * @returns The physics vortex event data
  122891. */
  122892. getData(): PhysicsVortexEventData;
  122893. /**
  122894. * Enables the vortex.
  122895. */
  122896. enable(): void;
  122897. /**
  122898. * Disables the cortex.
  122899. */
  122900. disable(): void;
  122901. /**
  122902. * Disposes the sphere.
  122903. * @param force
  122904. */
  122905. dispose(force?: boolean): void;
  122906. private getImpostorHitData;
  122907. private _tick;
  122908. /*** Helpers ***/
  122909. private _prepareCylinder;
  122910. private _intersectsWithCylinder;
  122911. }
  122912. /**
  122913. * Options fot the radial explosion event
  122914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122915. */
  122916. export class PhysicsRadialExplosionEventOptions {
  122917. /**
  122918. * The radius of the sphere for the radial explosion.
  122919. */
  122920. radius: number;
  122921. /**
  122922. * The strenth of the explosion.
  122923. */
  122924. strength: number;
  122925. /**
  122926. * The strenght of the force in correspondence to the distance of the affected object
  122927. */
  122928. falloff: PhysicsRadialImpulseFalloff;
  122929. /**
  122930. * Sphere options for the radial explosion.
  122931. */
  122932. sphere: {
  122933. segments: number;
  122934. diameter: number;
  122935. };
  122936. /**
  122937. * Sphere options for the radial explosion.
  122938. */
  122939. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  122940. }
  122941. /**
  122942. * Options fot the updraft event
  122943. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122944. */
  122945. export class PhysicsUpdraftEventOptions {
  122946. /**
  122947. * The radius of the cylinder for the vortex
  122948. */
  122949. radius: number;
  122950. /**
  122951. * The strenth of the updraft.
  122952. */
  122953. strength: number;
  122954. /**
  122955. * The height of the cylinder for the updraft.
  122956. */
  122957. height: number;
  122958. /**
  122959. * The mode for the the updraft.
  122960. */
  122961. updraftMode: PhysicsUpdraftMode;
  122962. }
  122963. /**
  122964. * Options fot the vortex event
  122965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122966. */
  122967. export class PhysicsVortexEventOptions {
  122968. /**
  122969. * The radius of the cylinder for the vortex
  122970. */
  122971. radius: number;
  122972. /**
  122973. * The strenth of the vortex.
  122974. */
  122975. strength: number;
  122976. /**
  122977. * The height of the cylinder for the vortex.
  122978. */
  122979. height: number;
  122980. /**
  122981. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  122982. */
  122983. centripetalForceThreshold: number;
  122984. /**
  122985. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  122986. */
  122987. centripetalForceMultiplier: number;
  122988. /**
  122989. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  122990. */
  122991. centrifugalForceMultiplier: number;
  122992. /**
  122993. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  122994. */
  122995. updraftForceMultiplier: number;
  122996. }
  122997. /**
  122998. * The strenght of the force in correspondence to the distance of the affected object
  122999. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123000. */
  123001. export enum PhysicsRadialImpulseFalloff {
  123002. /** Defines that impulse is constant in strength across it's whole radius */
  123003. Constant = 0,
  123004. /** Defines that impulse gets weaker if it's further from the origin */
  123005. Linear = 1
  123006. }
  123007. /**
  123008. * The strength of the force in correspondence to the distance of the affected object
  123009. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123010. */
  123011. export enum PhysicsUpdraftMode {
  123012. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123013. Center = 0,
  123014. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123015. Perpendicular = 1
  123016. }
  123017. /**
  123018. * Interface for a physics hit data
  123019. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123020. */
  123021. export interface PhysicsHitData {
  123022. /**
  123023. * The force applied at the contact point
  123024. */
  123025. force: Vector3;
  123026. /**
  123027. * The contact point
  123028. */
  123029. contactPoint: Vector3;
  123030. /**
  123031. * The distance from the origin to the contact point
  123032. */
  123033. distanceFromOrigin: number;
  123034. }
  123035. /**
  123036. * Interface for radial explosion event data
  123037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123038. */
  123039. export interface PhysicsRadialExplosionEventData {
  123040. /**
  123041. * A sphere used for the radial explosion event
  123042. */
  123043. sphere: Mesh;
  123044. }
  123045. /**
  123046. * Interface for gravitational field event data
  123047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123048. */
  123049. export interface PhysicsGravitationalFieldEventData {
  123050. /**
  123051. * A sphere mesh used for the gravitational field event
  123052. */
  123053. sphere: Mesh;
  123054. }
  123055. /**
  123056. * Interface for updraft event data
  123057. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123058. */
  123059. export interface PhysicsUpdraftEventData {
  123060. /**
  123061. * A cylinder used for the updraft event
  123062. */
  123063. cylinder: Mesh;
  123064. }
  123065. /**
  123066. * Interface for vortex event data
  123067. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123068. */
  123069. export interface PhysicsVortexEventData {
  123070. /**
  123071. * A cylinder used for the vortex event
  123072. */
  123073. cylinder: Mesh;
  123074. }
  123075. /**
  123076. * Interface for an affected physics impostor
  123077. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123078. */
  123079. export interface PhysicsAffectedImpostorWithData {
  123080. /**
  123081. * The impostor affected by the effect
  123082. */
  123083. impostor: PhysicsImpostor;
  123084. /**
  123085. * The data about the hit/horce from the explosion
  123086. */
  123087. hitData: PhysicsHitData;
  123088. }
  123089. }
  123090. declare module BABYLON {
  123091. /** @hidden */
  123092. export var blackAndWhitePixelShader: {
  123093. name: string;
  123094. shader: string;
  123095. };
  123096. }
  123097. declare module BABYLON {
  123098. /**
  123099. * Post process used to render in black and white
  123100. */
  123101. export class BlackAndWhitePostProcess extends PostProcess {
  123102. /**
  123103. * Linear about to convert he result to black and white (default: 1)
  123104. */
  123105. degree: number;
  123106. /**
  123107. * Creates a black and white post process
  123108. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123109. * @param name The name of the effect.
  123110. * @param options The required width/height ratio to downsize to before computing the render pass.
  123111. * @param camera The camera to apply the render pass to.
  123112. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123113. * @param engine The engine which the post process will be applied. (default: current engine)
  123114. * @param reusable If the post process can be reused on the same frame. (default: false)
  123115. */
  123116. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123117. }
  123118. }
  123119. declare module BABYLON {
  123120. /**
  123121. * This represents a set of one or more post processes in Babylon.
  123122. * A post process can be used to apply a shader to a texture after it is rendered.
  123123. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123124. */
  123125. export class PostProcessRenderEffect {
  123126. private _postProcesses;
  123127. private _getPostProcesses;
  123128. private _singleInstance;
  123129. private _cameras;
  123130. private _indicesForCamera;
  123131. /**
  123132. * Name of the effect
  123133. * @hidden
  123134. */
  123135. _name: string;
  123136. /**
  123137. * Instantiates a post process render effect.
  123138. * A post process can be used to apply a shader to a texture after it is rendered.
  123139. * @param engine The engine the effect is tied to
  123140. * @param name The name of the effect
  123141. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123142. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123143. */
  123144. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123145. /**
  123146. * Checks if all the post processes in the effect are supported.
  123147. */
  123148. readonly isSupported: boolean;
  123149. /**
  123150. * Updates the current state of the effect
  123151. * @hidden
  123152. */
  123153. _update(): void;
  123154. /**
  123155. * Attaches the effect on cameras
  123156. * @param cameras The camera to attach to.
  123157. * @hidden
  123158. */
  123159. _attachCameras(cameras: Camera): void;
  123160. /**
  123161. * Attaches the effect on cameras
  123162. * @param cameras The camera to attach to.
  123163. * @hidden
  123164. */
  123165. _attachCameras(cameras: Camera[]): void;
  123166. /**
  123167. * Detaches the effect on cameras
  123168. * @param cameras The camera to detatch from.
  123169. * @hidden
  123170. */
  123171. _detachCameras(cameras: Camera): void;
  123172. /**
  123173. * Detatches the effect on cameras
  123174. * @param cameras The camera to detatch from.
  123175. * @hidden
  123176. */
  123177. _detachCameras(cameras: Camera[]): void;
  123178. /**
  123179. * Enables the effect on given cameras
  123180. * @param cameras The camera to enable.
  123181. * @hidden
  123182. */
  123183. _enable(cameras: Camera): void;
  123184. /**
  123185. * Enables the effect on given cameras
  123186. * @param cameras The camera to enable.
  123187. * @hidden
  123188. */
  123189. _enable(cameras: Nullable<Camera[]>): void;
  123190. /**
  123191. * Disables the effect on the given cameras
  123192. * @param cameras The camera to disable.
  123193. * @hidden
  123194. */
  123195. _disable(cameras: Camera): void;
  123196. /**
  123197. * Disables the effect on the given cameras
  123198. * @param cameras The camera to disable.
  123199. * @hidden
  123200. */
  123201. _disable(cameras: Nullable<Camera[]>): void;
  123202. /**
  123203. * Gets a list of the post processes contained in the effect.
  123204. * @param camera The camera to get the post processes on.
  123205. * @returns The list of the post processes in the effect.
  123206. */
  123207. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123208. }
  123209. }
  123210. declare module BABYLON {
  123211. /** @hidden */
  123212. export var extractHighlightsPixelShader: {
  123213. name: string;
  123214. shader: string;
  123215. };
  123216. }
  123217. declare module BABYLON {
  123218. /**
  123219. * 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.
  123220. */
  123221. export class ExtractHighlightsPostProcess extends PostProcess {
  123222. /**
  123223. * The luminance threshold, pixels below this value will be set to black.
  123224. */
  123225. threshold: number;
  123226. /** @hidden */
  123227. _exposure: number;
  123228. /**
  123229. * Post process which has the input texture to be used when performing highlight extraction
  123230. * @hidden
  123231. */
  123232. _inputPostProcess: Nullable<PostProcess>;
  123233. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123234. }
  123235. }
  123236. declare module BABYLON {
  123237. /** @hidden */
  123238. export var bloomMergePixelShader: {
  123239. name: string;
  123240. shader: string;
  123241. };
  123242. }
  123243. declare module BABYLON {
  123244. /**
  123245. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123246. */
  123247. export class BloomMergePostProcess extends PostProcess {
  123248. /** Weight of the bloom to be added to the original input. */
  123249. weight: number;
  123250. /**
  123251. * Creates a new instance of @see BloomMergePostProcess
  123252. * @param name The name of the effect.
  123253. * @param originalFromInput Post process which's input will be used for the merge.
  123254. * @param blurred Blurred highlights post process which's output will be used.
  123255. * @param weight Weight of the bloom to be added to the original input.
  123256. * @param options The required width/height ratio to downsize to before computing the render pass.
  123257. * @param camera The camera to apply the render pass to.
  123258. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123259. * @param engine The engine which the post process will be applied. (default: current engine)
  123260. * @param reusable If the post process can be reused on the same frame. (default: false)
  123261. * @param textureType Type of textures used when performing the post process. (default: 0)
  123262. * @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)
  123263. */
  123264. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123265. /** Weight of the bloom to be added to the original input. */
  123266. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123267. }
  123268. }
  123269. declare module BABYLON {
  123270. /**
  123271. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123272. */
  123273. export class BloomEffect extends PostProcessRenderEffect {
  123274. private bloomScale;
  123275. /**
  123276. * @hidden Internal
  123277. */
  123278. _effects: Array<PostProcess>;
  123279. /**
  123280. * @hidden Internal
  123281. */
  123282. _downscale: ExtractHighlightsPostProcess;
  123283. private _blurX;
  123284. private _blurY;
  123285. private _merge;
  123286. /**
  123287. * The luminance threshold to find bright areas of the image to bloom.
  123288. */
  123289. threshold: number;
  123290. /**
  123291. * The strength of the bloom.
  123292. */
  123293. weight: number;
  123294. /**
  123295. * Specifies the size of the bloom blur kernel, relative to the final output size
  123296. */
  123297. kernel: number;
  123298. /**
  123299. * Creates a new instance of @see BloomEffect
  123300. * @param scene The scene the effect belongs to.
  123301. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123302. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123303. * @param bloomWeight The the strength of bloom.
  123304. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123305. * @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)
  123306. */
  123307. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123308. /**
  123309. * Disposes each of the internal effects for a given camera.
  123310. * @param camera The camera to dispose the effect on.
  123311. */
  123312. disposeEffects(camera: Camera): void;
  123313. /**
  123314. * @hidden Internal
  123315. */
  123316. _updateEffects(): void;
  123317. /**
  123318. * Internal
  123319. * @returns if all the contained post processes are ready.
  123320. * @hidden
  123321. */
  123322. _isReady(): boolean;
  123323. }
  123324. }
  123325. declare module BABYLON {
  123326. /** @hidden */
  123327. export var chromaticAberrationPixelShader: {
  123328. name: string;
  123329. shader: string;
  123330. };
  123331. }
  123332. declare module BABYLON {
  123333. /**
  123334. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123335. */
  123336. export class ChromaticAberrationPostProcess extends PostProcess {
  123337. /**
  123338. * The amount of seperation of rgb channels (default: 30)
  123339. */
  123340. aberrationAmount: number;
  123341. /**
  123342. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123343. */
  123344. radialIntensity: number;
  123345. /**
  123346. * 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))
  123347. */
  123348. direction: Vector2;
  123349. /**
  123350. * 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))
  123351. */
  123352. centerPosition: Vector2;
  123353. /**
  123354. * Creates a new instance ChromaticAberrationPostProcess
  123355. * @param name The name of the effect.
  123356. * @param screenWidth The width of the screen to apply the effect on.
  123357. * @param screenHeight The height of the screen to apply the effect on.
  123358. * @param options The required width/height ratio to downsize to before computing the render pass.
  123359. * @param camera The camera to apply the render pass to.
  123360. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123361. * @param engine The engine which the post process will be applied. (default: current engine)
  123362. * @param reusable If the post process can be reused on the same frame. (default: false)
  123363. * @param textureType Type of textures used when performing the post process. (default: 0)
  123364. * @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)
  123365. */
  123366. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123367. }
  123368. }
  123369. declare module BABYLON {
  123370. /** @hidden */
  123371. export var circleOfConfusionPixelShader: {
  123372. name: string;
  123373. shader: string;
  123374. };
  123375. }
  123376. declare module BABYLON {
  123377. /**
  123378. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123379. */
  123380. export class CircleOfConfusionPostProcess extends PostProcess {
  123381. /**
  123382. * 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.
  123383. */
  123384. lensSize: number;
  123385. /**
  123386. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123387. */
  123388. fStop: number;
  123389. /**
  123390. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123391. */
  123392. focusDistance: number;
  123393. /**
  123394. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123395. */
  123396. focalLength: number;
  123397. private _depthTexture;
  123398. /**
  123399. * Creates a new instance CircleOfConfusionPostProcess
  123400. * @param name The name of the effect.
  123401. * @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.
  123402. * @param options The required width/height ratio to downsize to before computing the render pass.
  123403. * @param camera The camera to apply the render pass to.
  123404. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123405. * @param engine The engine which the post process will be applied. (default: current engine)
  123406. * @param reusable If the post process can be reused on the same frame. (default: false)
  123407. * @param textureType Type of textures used when performing the post process. (default: 0)
  123408. * @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)
  123409. */
  123410. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123411. /**
  123412. * 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.
  123413. */
  123414. depthTexture: RenderTargetTexture;
  123415. }
  123416. }
  123417. declare module BABYLON {
  123418. /** @hidden */
  123419. export var colorCorrectionPixelShader: {
  123420. name: string;
  123421. shader: string;
  123422. };
  123423. }
  123424. declare module BABYLON {
  123425. /**
  123426. *
  123427. * This post-process allows the modification of rendered colors by using
  123428. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123429. *
  123430. * The object needs to be provided an url to a texture containing the color
  123431. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123432. * Use an image editing software to tweak the LUT to match your needs.
  123433. *
  123434. * For an example of a color LUT, see here:
  123435. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123436. * For explanations on color grading, see here:
  123437. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123438. *
  123439. */
  123440. export class ColorCorrectionPostProcess extends PostProcess {
  123441. private _colorTableTexture;
  123442. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123443. }
  123444. }
  123445. declare module BABYLON {
  123446. /** @hidden */
  123447. export var convolutionPixelShader: {
  123448. name: string;
  123449. shader: string;
  123450. };
  123451. }
  123452. declare module BABYLON {
  123453. /**
  123454. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123455. * input texture to perform effects such as edge detection or sharpening
  123456. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123457. */
  123458. export class ConvolutionPostProcess extends PostProcess {
  123459. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123460. kernel: number[];
  123461. /**
  123462. * Creates a new instance ConvolutionPostProcess
  123463. * @param name The name of the effect.
  123464. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123465. * @param options The required width/height ratio to downsize to before computing the render pass.
  123466. * @param camera The camera to apply the render pass to.
  123467. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123468. * @param engine The engine which the post process will be applied. (default: current engine)
  123469. * @param reusable If the post process can be reused on the same frame. (default: false)
  123470. * @param textureType Type of textures used when performing the post process. (default: 0)
  123471. */
  123472. constructor(name: string,
  123473. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123474. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123475. /**
  123476. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123477. */
  123478. static EdgeDetect0Kernel: number[];
  123479. /**
  123480. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123481. */
  123482. static EdgeDetect1Kernel: number[];
  123483. /**
  123484. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123485. */
  123486. static EdgeDetect2Kernel: number[];
  123487. /**
  123488. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123489. */
  123490. static SharpenKernel: number[];
  123491. /**
  123492. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123493. */
  123494. static EmbossKernel: number[];
  123495. /**
  123496. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123497. */
  123498. static GaussianKernel: number[];
  123499. }
  123500. }
  123501. declare module BABYLON {
  123502. /**
  123503. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123504. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123505. * based on samples that have a large difference in distance than the center pixel.
  123506. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123507. */
  123508. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123509. direction: Vector2;
  123510. /**
  123511. * Creates a new instance CircleOfConfusionPostProcess
  123512. * @param name The name of the effect.
  123513. * @param scene The scene the effect belongs to.
  123514. * @param direction The direction the blur should be applied.
  123515. * @param kernel The size of the kernel used to blur.
  123516. * @param options The required width/height ratio to downsize to before computing the render pass.
  123517. * @param camera The camera to apply the render pass to.
  123518. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123519. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123521. * @param engine The engine which the post process will be applied. (default: current engine)
  123522. * @param reusable If the post process can be reused on the same frame. (default: false)
  123523. * @param textureType Type of textures used when performing the post process. (default: 0)
  123524. * @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)
  123525. */
  123526. 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);
  123527. }
  123528. }
  123529. declare module BABYLON {
  123530. /** @hidden */
  123531. export var depthOfFieldMergePixelShader: {
  123532. name: string;
  123533. shader: string;
  123534. };
  123535. }
  123536. declare module BABYLON {
  123537. /**
  123538. * Options to be set when merging outputs from the default pipeline.
  123539. */
  123540. export class DepthOfFieldMergePostProcessOptions {
  123541. /**
  123542. * The original image to merge on top of
  123543. */
  123544. originalFromInput: PostProcess;
  123545. /**
  123546. * Parameters to perform the merge of the depth of field effect
  123547. */
  123548. depthOfField?: {
  123549. circleOfConfusion: PostProcess;
  123550. blurSteps: Array<PostProcess>;
  123551. };
  123552. /**
  123553. * Parameters to perform the merge of bloom effect
  123554. */
  123555. bloom?: {
  123556. blurred: PostProcess;
  123557. weight: number;
  123558. };
  123559. }
  123560. /**
  123561. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123562. */
  123563. export class DepthOfFieldMergePostProcess extends PostProcess {
  123564. private blurSteps;
  123565. /**
  123566. * Creates a new instance of DepthOfFieldMergePostProcess
  123567. * @param name The name of the effect.
  123568. * @param originalFromInput Post process which's input will be used for the merge.
  123569. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123570. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123571. * @param options The required width/height ratio to downsize to before computing the render pass.
  123572. * @param camera The camera to apply the render pass to.
  123573. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123574. * @param engine The engine which the post process will be applied. (default: current engine)
  123575. * @param reusable If the post process can be reused on the same frame. (default: false)
  123576. * @param textureType Type of textures used when performing the post process. (default: 0)
  123577. * @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)
  123578. */
  123579. 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);
  123580. /**
  123581. * Updates the effect with the current post process compile time values and recompiles the shader.
  123582. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123583. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123584. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123585. * @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
  123586. * @param onCompiled Called when the shader has been compiled.
  123587. * @param onError Called if there is an error when compiling a shader.
  123588. */
  123589. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123590. }
  123591. }
  123592. declare module BABYLON {
  123593. /**
  123594. * Specifies the level of max blur that should be applied when using the depth of field effect
  123595. */
  123596. export enum DepthOfFieldEffectBlurLevel {
  123597. /**
  123598. * Subtle blur
  123599. */
  123600. Low = 0,
  123601. /**
  123602. * Medium blur
  123603. */
  123604. Medium = 1,
  123605. /**
  123606. * Large blur
  123607. */
  123608. High = 2
  123609. }
  123610. /**
  123611. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  123612. */
  123613. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  123614. private _circleOfConfusion;
  123615. /**
  123616. * @hidden Internal, blurs from high to low
  123617. */
  123618. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  123619. private _depthOfFieldBlurY;
  123620. private _dofMerge;
  123621. /**
  123622. * @hidden Internal post processes in depth of field effect
  123623. */
  123624. _effects: Array<PostProcess>;
  123625. /**
  123626. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  123627. */
  123628. focalLength: number;
  123629. /**
  123630. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123631. */
  123632. fStop: number;
  123633. /**
  123634. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123635. */
  123636. focusDistance: number;
  123637. /**
  123638. * 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.
  123639. */
  123640. lensSize: number;
  123641. /**
  123642. * Creates a new instance DepthOfFieldEffect
  123643. * @param scene The scene the effect belongs to.
  123644. * @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.
  123645. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123646. * @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)
  123647. */
  123648. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  123649. /**
  123650. * Get the current class name of the current effet
  123651. * @returns "DepthOfFieldEffect"
  123652. */
  123653. getClassName(): string;
  123654. /**
  123655. * 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.
  123656. */
  123657. depthTexture: RenderTargetTexture;
  123658. /**
  123659. * Disposes each of the internal effects for a given camera.
  123660. * @param camera The camera to dispose the effect on.
  123661. */
  123662. disposeEffects(camera: Camera): void;
  123663. /**
  123664. * @hidden Internal
  123665. */
  123666. _updateEffects(): void;
  123667. /**
  123668. * Internal
  123669. * @returns if all the contained post processes are ready.
  123670. * @hidden
  123671. */
  123672. _isReady(): boolean;
  123673. }
  123674. }
  123675. declare module BABYLON {
  123676. /** @hidden */
  123677. export var displayPassPixelShader: {
  123678. name: string;
  123679. shader: string;
  123680. };
  123681. }
  123682. declare module BABYLON {
  123683. /**
  123684. * DisplayPassPostProcess which produces an output the same as it's input
  123685. */
  123686. export class DisplayPassPostProcess extends PostProcess {
  123687. /**
  123688. * Creates the DisplayPassPostProcess
  123689. * @param name The name of the effect.
  123690. * @param options The required width/height ratio to downsize to before computing the render pass.
  123691. * @param camera The camera to apply the render pass to.
  123692. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123693. * @param engine The engine which the post process will be applied. (default: current engine)
  123694. * @param reusable If the post process can be reused on the same frame. (default: false)
  123695. */
  123696. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123697. }
  123698. }
  123699. declare module BABYLON {
  123700. /** @hidden */
  123701. export var filterPixelShader: {
  123702. name: string;
  123703. shader: string;
  123704. };
  123705. }
  123706. declare module BABYLON {
  123707. /**
  123708. * Applies a kernel filter to the image
  123709. */
  123710. export class FilterPostProcess extends PostProcess {
  123711. /** The matrix to be applied to the image */
  123712. kernelMatrix: Matrix;
  123713. /**
  123714. *
  123715. * @param name The name of the effect.
  123716. * @param kernelMatrix The matrix to be applied to the image
  123717. * @param options The required width/height ratio to downsize to before computing the render pass.
  123718. * @param camera The camera to apply the render pass to.
  123719. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123720. * @param engine The engine which the post process will be applied. (default: current engine)
  123721. * @param reusable If the post process can be reused on the same frame. (default: false)
  123722. */
  123723. constructor(name: string,
  123724. /** The matrix to be applied to the image */
  123725. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123726. }
  123727. }
  123728. declare module BABYLON {
  123729. /** @hidden */
  123730. export var fxaaPixelShader: {
  123731. name: string;
  123732. shader: string;
  123733. };
  123734. }
  123735. declare module BABYLON {
  123736. /** @hidden */
  123737. export var fxaaVertexShader: {
  123738. name: string;
  123739. shader: string;
  123740. };
  123741. }
  123742. declare module BABYLON {
  123743. /**
  123744. * Fxaa post process
  123745. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  123746. */
  123747. export class FxaaPostProcess extends PostProcess {
  123748. /** @hidden */
  123749. texelWidth: number;
  123750. /** @hidden */
  123751. texelHeight: number;
  123752. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123753. private _getDefines;
  123754. }
  123755. }
  123756. declare module BABYLON {
  123757. /** @hidden */
  123758. export var grainPixelShader: {
  123759. name: string;
  123760. shader: string;
  123761. };
  123762. }
  123763. declare module BABYLON {
  123764. /**
  123765. * The GrainPostProcess adds noise to the image at mid luminance levels
  123766. */
  123767. export class GrainPostProcess extends PostProcess {
  123768. /**
  123769. * The intensity of the grain added (default: 30)
  123770. */
  123771. intensity: number;
  123772. /**
  123773. * If the grain should be randomized on every frame
  123774. */
  123775. animated: boolean;
  123776. /**
  123777. * Creates a new instance of @see GrainPostProcess
  123778. * @param name The name of the effect.
  123779. * @param options The required width/height ratio to downsize to before computing the render pass.
  123780. * @param camera The camera to apply the render pass to.
  123781. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123782. * @param engine The engine which the post process will be applied. (default: current engine)
  123783. * @param reusable If the post process can be reused on the same frame. (default: false)
  123784. * @param textureType Type of textures used when performing the post process. (default: 0)
  123785. * @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)
  123786. */
  123787. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123788. }
  123789. }
  123790. declare module BABYLON {
  123791. /** @hidden */
  123792. export var highlightsPixelShader: {
  123793. name: string;
  123794. shader: string;
  123795. };
  123796. }
  123797. declare module BABYLON {
  123798. /**
  123799. * Extracts highlights from the image
  123800. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123801. */
  123802. export class HighlightsPostProcess extends PostProcess {
  123803. /**
  123804. * Extracts highlights from the image
  123805. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123806. * @param name The name of the effect.
  123807. * @param options The required width/height ratio to downsize to before computing the render pass.
  123808. * @param camera The camera to apply the render pass to.
  123809. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123810. * @param engine The engine which the post process will be applied. (default: current engine)
  123811. * @param reusable If the post process can be reused on the same frame. (default: false)
  123812. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  123813. */
  123814. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123815. }
  123816. }
  123817. declare module BABYLON {
  123818. /** @hidden */
  123819. export var mrtFragmentDeclaration: {
  123820. name: string;
  123821. shader: string;
  123822. };
  123823. }
  123824. declare module BABYLON {
  123825. /** @hidden */
  123826. export var geometryPixelShader: {
  123827. name: string;
  123828. shader: string;
  123829. };
  123830. }
  123831. declare module BABYLON {
  123832. /** @hidden */
  123833. export var geometryVertexShader: {
  123834. name: string;
  123835. shader: string;
  123836. };
  123837. }
  123838. declare module BABYLON {
  123839. /** @hidden */
  123840. interface ISavedTransformationMatrix {
  123841. world: Matrix;
  123842. viewProjection: Matrix;
  123843. }
  123844. /**
  123845. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  123846. */
  123847. export class GeometryBufferRenderer {
  123848. /**
  123849. * Constant used to retrieve the position texture index in the G-Buffer textures array
  123850. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  123851. */
  123852. static readonly POSITION_TEXTURE_TYPE: number;
  123853. /**
  123854. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  123855. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  123856. */
  123857. static readonly VELOCITY_TEXTURE_TYPE: number;
  123858. /**
  123859. * Dictionary used to store the previous transformation matrices of each rendered mesh
  123860. * in order to compute objects velocities when enableVelocity is set to "true"
  123861. * @hidden
  123862. */
  123863. _previousTransformationMatrices: {
  123864. [index: number]: ISavedTransformationMatrix;
  123865. };
  123866. /**
  123867. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  123868. * in order to compute objects velocities when enableVelocity is set to "true"
  123869. * @hidden
  123870. */
  123871. _previousBonesTransformationMatrices: {
  123872. [index: number]: Float32Array;
  123873. };
  123874. /**
  123875. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  123876. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  123877. */
  123878. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  123879. private _scene;
  123880. private _multiRenderTarget;
  123881. private _ratio;
  123882. private _enablePosition;
  123883. private _enableVelocity;
  123884. private _positionIndex;
  123885. private _velocityIndex;
  123886. protected _effect: Effect;
  123887. protected _cachedDefines: string;
  123888. /**
  123889. * Set the render list (meshes to be rendered) used in the G buffer.
  123890. */
  123891. renderList: Mesh[];
  123892. /**
  123893. * Gets wether or not G buffer are supported by the running hardware.
  123894. * This requires draw buffer supports
  123895. */
  123896. readonly isSupported: boolean;
  123897. /**
  123898. * Returns the index of the given texture type in the G-Buffer textures array
  123899. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  123900. * @returns the index of the given texture type in the G-Buffer textures array
  123901. */
  123902. getTextureIndex(textureType: number): number;
  123903. /**
  123904. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  123905. */
  123906. /**
  123907. * Sets whether or not objects positions are enabled for the G buffer.
  123908. */
  123909. enablePosition: boolean;
  123910. /**
  123911. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  123912. */
  123913. /**
  123914. * Sets wether or not objects velocities are enabled for the G buffer.
  123915. */
  123916. enableVelocity: boolean;
  123917. /**
  123918. * Gets the scene associated with the buffer.
  123919. */
  123920. readonly scene: Scene;
  123921. /**
  123922. * Gets the ratio used by the buffer during its creation.
  123923. * How big is the buffer related to the main canvas.
  123924. */
  123925. readonly ratio: number;
  123926. /** @hidden */
  123927. static _SceneComponentInitialization: (scene: Scene) => void;
  123928. /**
  123929. * Creates a new G Buffer for the scene
  123930. * @param scene The scene the buffer belongs to
  123931. * @param ratio How big is the buffer related to the main canvas.
  123932. */
  123933. constructor(scene: Scene, ratio?: number);
  123934. /**
  123935. * Checks wether everything is ready to render a submesh to the G buffer.
  123936. * @param subMesh the submesh to check readiness for
  123937. * @param useInstances is the mesh drawn using instance or not
  123938. * @returns true if ready otherwise false
  123939. */
  123940. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123941. /**
  123942. * Gets the current underlying G Buffer.
  123943. * @returns the buffer
  123944. */
  123945. getGBuffer(): MultiRenderTarget;
  123946. /**
  123947. * Gets the number of samples used to render the buffer (anti aliasing).
  123948. */
  123949. /**
  123950. * Sets the number of samples used to render the buffer (anti aliasing).
  123951. */
  123952. samples: number;
  123953. /**
  123954. * Disposes the renderer and frees up associated resources.
  123955. */
  123956. dispose(): void;
  123957. protected _createRenderTargets(): void;
  123958. private _copyBonesTransformationMatrices;
  123959. }
  123960. }
  123961. declare module BABYLON {
  123962. interface Scene {
  123963. /** @hidden (Backing field) */
  123964. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  123965. /**
  123966. * Gets or Sets the current geometry buffer associated to the scene.
  123967. */
  123968. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  123969. /**
  123970. * Enables a GeometryBufferRender and associates it with the scene
  123971. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  123972. * @returns the GeometryBufferRenderer
  123973. */
  123974. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  123975. /**
  123976. * Disables the GeometryBufferRender associated with the scene
  123977. */
  123978. disableGeometryBufferRenderer(): void;
  123979. }
  123980. /**
  123981. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  123982. * in several rendering techniques.
  123983. */
  123984. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  123985. /**
  123986. * The component name helpful to identify the component in the list of scene components.
  123987. */
  123988. readonly name: string;
  123989. /**
  123990. * The scene the component belongs to.
  123991. */
  123992. scene: Scene;
  123993. /**
  123994. * Creates a new instance of the component for the given scene
  123995. * @param scene Defines the scene to register the component in
  123996. */
  123997. constructor(scene: Scene);
  123998. /**
  123999. * Registers the component in a given scene
  124000. */
  124001. register(): void;
  124002. /**
  124003. * Rebuilds the elements related to this component in case of
  124004. * context lost for instance.
  124005. */
  124006. rebuild(): void;
  124007. /**
  124008. * Disposes the component and the associated ressources
  124009. */
  124010. dispose(): void;
  124011. private _gatherRenderTargets;
  124012. }
  124013. }
  124014. declare module BABYLON {
  124015. /** @hidden */
  124016. export var motionBlurPixelShader: {
  124017. name: string;
  124018. shader: string;
  124019. };
  124020. }
  124021. declare module BABYLON {
  124022. /**
  124023. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124024. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124025. * As an example, all you have to do is to create the post-process:
  124026. * var mb = new BABYLON.MotionBlurPostProcess(
  124027. * 'mb', // The name of the effect.
  124028. * scene, // The scene containing the objects to blur according to their velocity.
  124029. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124030. * camera // The camera to apply the render pass to.
  124031. * );
  124032. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124033. */
  124034. export class MotionBlurPostProcess extends PostProcess {
  124035. /**
  124036. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124037. */
  124038. motionStrength: number;
  124039. /**
  124040. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124041. */
  124042. /**
  124043. * Sets the number of iterations to be used for motion blur quality
  124044. */
  124045. motionBlurSamples: number;
  124046. private _motionBlurSamples;
  124047. private _geometryBufferRenderer;
  124048. /**
  124049. * Creates a new instance MotionBlurPostProcess
  124050. * @param name The name of the effect.
  124051. * @param scene The scene containing the objects to blur according to their velocity.
  124052. * @param options The required width/height ratio to downsize to before computing the render pass.
  124053. * @param camera The camera to apply the render pass to.
  124054. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124055. * @param engine The engine which the post process will be applied. (default: current engine)
  124056. * @param reusable If the post process can be reused on the same frame. (default: false)
  124057. * @param textureType Type of textures used when performing the post process. (default: 0)
  124058. * @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)
  124059. */
  124060. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124061. /**
  124062. * Excludes the given skinned mesh from computing bones velocities.
  124063. * 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.
  124064. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124065. */
  124066. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124067. /**
  124068. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124069. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124070. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124071. */
  124072. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124073. /**
  124074. * Disposes the post process.
  124075. * @param camera The camera to dispose the post process on.
  124076. */
  124077. dispose(camera?: Camera): void;
  124078. }
  124079. }
  124080. declare module BABYLON {
  124081. /** @hidden */
  124082. export var refractionPixelShader: {
  124083. name: string;
  124084. shader: string;
  124085. };
  124086. }
  124087. declare module BABYLON {
  124088. /**
  124089. * Post process which applies a refractin texture
  124090. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124091. */
  124092. export class RefractionPostProcess extends PostProcess {
  124093. /** the base color of the refraction (used to taint the rendering) */
  124094. color: Color3;
  124095. /** simulated refraction depth */
  124096. depth: number;
  124097. /** the coefficient of the base color (0 to remove base color tainting) */
  124098. colorLevel: number;
  124099. private _refTexture;
  124100. private _ownRefractionTexture;
  124101. /**
  124102. * Gets or sets the refraction texture
  124103. * Please note that you are responsible for disposing the texture if you set it manually
  124104. */
  124105. refractionTexture: Texture;
  124106. /**
  124107. * Initializes the RefractionPostProcess
  124108. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124109. * @param name The name of the effect.
  124110. * @param refractionTextureUrl Url of the refraction texture to use
  124111. * @param color the base color of the refraction (used to taint the rendering)
  124112. * @param depth simulated refraction depth
  124113. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124114. * @param camera The camera to apply the render pass to.
  124115. * @param options The required width/height ratio to downsize to before computing the render pass.
  124116. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124117. * @param engine The engine which the post process will be applied. (default: current engine)
  124118. * @param reusable If the post process can be reused on the same frame. (default: false)
  124119. */
  124120. constructor(name: string, refractionTextureUrl: string,
  124121. /** the base color of the refraction (used to taint the rendering) */
  124122. color: Color3,
  124123. /** simulated refraction depth */
  124124. depth: number,
  124125. /** the coefficient of the base color (0 to remove base color tainting) */
  124126. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124127. /**
  124128. * Disposes of the post process
  124129. * @param camera Camera to dispose post process on
  124130. */
  124131. dispose(camera: Camera): void;
  124132. }
  124133. }
  124134. declare module BABYLON {
  124135. /** @hidden */
  124136. export var sharpenPixelShader: {
  124137. name: string;
  124138. shader: string;
  124139. };
  124140. }
  124141. declare module BABYLON {
  124142. /**
  124143. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124144. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124145. */
  124146. export class SharpenPostProcess extends PostProcess {
  124147. /**
  124148. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124149. */
  124150. colorAmount: number;
  124151. /**
  124152. * How much sharpness should be applied (default: 0.3)
  124153. */
  124154. edgeAmount: number;
  124155. /**
  124156. * Creates a new instance ConvolutionPostProcess
  124157. * @param name The name of the effect.
  124158. * @param options The required width/height ratio to downsize to before computing the render pass.
  124159. * @param camera The camera to apply the render pass to.
  124160. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124161. * @param engine The engine which the post process will be applied. (default: current engine)
  124162. * @param reusable If the post process can be reused on the same frame. (default: false)
  124163. * @param textureType Type of textures used when performing the post process. (default: 0)
  124164. * @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)
  124165. */
  124166. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124167. }
  124168. }
  124169. declare module BABYLON {
  124170. /**
  124171. * PostProcessRenderPipeline
  124172. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124173. */
  124174. export class PostProcessRenderPipeline {
  124175. private engine;
  124176. private _renderEffects;
  124177. private _renderEffectsForIsolatedPass;
  124178. /**
  124179. * List of inspectable custom properties (used by the Inspector)
  124180. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124181. */
  124182. inspectableCustomProperties: IInspectable[];
  124183. /**
  124184. * @hidden
  124185. */
  124186. protected _cameras: Camera[];
  124187. /** @hidden */
  124188. _name: string;
  124189. /**
  124190. * Gets pipeline name
  124191. */
  124192. readonly name: string;
  124193. /**
  124194. * Initializes a PostProcessRenderPipeline
  124195. * @param engine engine to add the pipeline to
  124196. * @param name name of the pipeline
  124197. */
  124198. constructor(engine: Engine, name: string);
  124199. /**
  124200. * Gets the class name
  124201. * @returns "PostProcessRenderPipeline"
  124202. */
  124203. getClassName(): string;
  124204. /**
  124205. * If all the render effects in the pipeline are supported
  124206. */
  124207. readonly isSupported: boolean;
  124208. /**
  124209. * Adds an effect to the pipeline
  124210. * @param renderEffect the effect to add
  124211. */
  124212. addEffect(renderEffect: PostProcessRenderEffect): void;
  124213. /** @hidden */
  124214. _rebuild(): void;
  124215. /** @hidden */
  124216. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124217. /** @hidden */
  124218. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124219. /** @hidden */
  124220. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124221. /** @hidden */
  124222. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124223. /** @hidden */
  124224. _attachCameras(cameras: Camera, unique: boolean): void;
  124225. /** @hidden */
  124226. _attachCameras(cameras: Camera[], unique: boolean): void;
  124227. /** @hidden */
  124228. _detachCameras(cameras: Camera): void;
  124229. /** @hidden */
  124230. _detachCameras(cameras: Nullable<Camera[]>): void;
  124231. /** @hidden */
  124232. _update(): void;
  124233. /** @hidden */
  124234. _reset(): void;
  124235. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124236. /**
  124237. * Disposes of the pipeline
  124238. */
  124239. dispose(): void;
  124240. }
  124241. }
  124242. declare module BABYLON {
  124243. /**
  124244. * PostProcessRenderPipelineManager class
  124245. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124246. */
  124247. export class PostProcessRenderPipelineManager {
  124248. private _renderPipelines;
  124249. /**
  124250. * Initializes a PostProcessRenderPipelineManager
  124251. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124252. */
  124253. constructor();
  124254. /**
  124255. * Gets the list of supported render pipelines
  124256. */
  124257. readonly supportedPipelines: PostProcessRenderPipeline[];
  124258. /**
  124259. * Adds a pipeline to the manager
  124260. * @param renderPipeline The pipeline to add
  124261. */
  124262. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124263. /**
  124264. * Attaches a camera to the pipeline
  124265. * @param renderPipelineName The name of the pipeline to attach to
  124266. * @param cameras the camera to attach
  124267. * @param unique if the camera can be attached multiple times to the pipeline
  124268. */
  124269. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124270. /**
  124271. * Detaches a camera from the pipeline
  124272. * @param renderPipelineName The name of the pipeline to detach from
  124273. * @param cameras the camera to detach
  124274. */
  124275. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124276. /**
  124277. * Enables an effect by name on a pipeline
  124278. * @param renderPipelineName the name of the pipeline to enable the effect in
  124279. * @param renderEffectName the name of the effect to enable
  124280. * @param cameras the cameras that the effect should be enabled on
  124281. */
  124282. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124283. /**
  124284. * Disables an effect by name on a pipeline
  124285. * @param renderPipelineName the name of the pipeline to disable the effect in
  124286. * @param renderEffectName the name of the effect to disable
  124287. * @param cameras the cameras that the effect should be disabled on
  124288. */
  124289. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124290. /**
  124291. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124292. */
  124293. update(): void;
  124294. /** @hidden */
  124295. _rebuild(): void;
  124296. /**
  124297. * Disposes of the manager and pipelines
  124298. */
  124299. dispose(): void;
  124300. }
  124301. }
  124302. declare module BABYLON {
  124303. interface Scene {
  124304. /** @hidden (Backing field) */
  124305. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124306. /**
  124307. * Gets the postprocess render pipeline manager
  124308. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124309. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124310. */
  124311. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124312. }
  124313. /**
  124314. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124315. */
  124316. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124317. /**
  124318. * The component name helpfull to identify the component in the list of scene components.
  124319. */
  124320. readonly name: string;
  124321. /**
  124322. * The scene the component belongs to.
  124323. */
  124324. scene: Scene;
  124325. /**
  124326. * Creates a new instance of the component for the given scene
  124327. * @param scene Defines the scene to register the component in
  124328. */
  124329. constructor(scene: Scene);
  124330. /**
  124331. * Registers the component in a given scene
  124332. */
  124333. register(): void;
  124334. /**
  124335. * Rebuilds the elements related to this component in case of
  124336. * context lost for instance.
  124337. */
  124338. rebuild(): void;
  124339. /**
  124340. * Disposes the component and the associated ressources
  124341. */
  124342. dispose(): void;
  124343. private _gatherRenderTargets;
  124344. }
  124345. }
  124346. declare module BABYLON {
  124347. /**
  124348. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124349. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124350. */
  124351. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124352. private _scene;
  124353. private _camerasToBeAttached;
  124354. /**
  124355. * ID of the sharpen post process,
  124356. */
  124357. private readonly SharpenPostProcessId;
  124358. /**
  124359. * @ignore
  124360. * ID of the image processing post process;
  124361. */
  124362. readonly ImageProcessingPostProcessId: string;
  124363. /**
  124364. * @ignore
  124365. * ID of the Fast Approximate Anti-Aliasing post process;
  124366. */
  124367. readonly FxaaPostProcessId: string;
  124368. /**
  124369. * ID of the chromatic aberration post process,
  124370. */
  124371. private readonly ChromaticAberrationPostProcessId;
  124372. /**
  124373. * ID of the grain post process
  124374. */
  124375. private readonly GrainPostProcessId;
  124376. /**
  124377. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124378. */
  124379. sharpen: SharpenPostProcess;
  124380. private _sharpenEffect;
  124381. private bloom;
  124382. /**
  124383. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124384. */
  124385. depthOfField: DepthOfFieldEffect;
  124386. /**
  124387. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124388. */
  124389. fxaa: FxaaPostProcess;
  124390. /**
  124391. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124392. */
  124393. imageProcessing: ImageProcessingPostProcess;
  124394. /**
  124395. * Chromatic aberration post process which will shift rgb colors in the image
  124396. */
  124397. chromaticAberration: ChromaticAberrationPostProcess;
  124398. private _chromaticAberrationEffect;
  124399. /**
  124400. * Grain post process which add noise to the image
  124401. */
  124402. grain: GrainPostProcess;
  124403. private _grainEffect;
  124404. /**
  124405. * Glow post process which adds a glow to emissive areas of the image
  124406. */
  124407. private _glowLayer;
  124408. /**
  124409. * Animations which can be used to tweak settings over a period of time
  124410. */
  124411. animations: Animation[];
  124412. private _imageProcessingConfigurationObserver;
  124413. private _sharpenEnabled;
  124414. private _bloomEnabled;
  124415. private _depthOfFieldEnabled;
  124416. private _depthOfFieldBlurLevel;
  124417. private _fxaaEnabled;
  124418. private _imageProcessingEnabled;
  124419. private _defaultPipelineTextureType;
  124420. private _bloomScale;
  124421. private _chromaticAberrationEnabled;
  124422. private _grainEnabled;
  124423. private _buildAllowed;
  124424. /**
  124425. * Gets active scene
  124426. */
  124427. readonly scene: Scene;
  124428. /**
  124429. * Enable or disable the sharpen process from the pipeline
  124430. */
  124431. sharpenEnabled: boolean;
  124432. private _resizeObserver;
  124433. private _hardwareScaleLevel;
  124434. private _bloomKernel;
  124435. /**
  124436. * Specifies the size of the bloom blur kernel, relative to the final output size
  124437. */
  124438. bloomKernel: number;
  124439. /**
  124440. * Specifies the weight of the bloom in the final rendering
  124441. */
  124442. private _bloomWeight;
  124443. /**
  124444. * Specifies the luma threshold for the area that will be blurred by the bloom
  124445. */
  124446. private _bloomThreshold;
  124447. private _hdr;
  124448. /**
  124449. * The strength of the bloom.
  124450. */
  124451. bloomWeight: number;
  124452. /**
  124453. * The strength of the bloom.
  124454. */
  124455. bloomThreshold: number;
  124456. /**
  124457. * The scale of the bloom, lower value will provide better performance.
  124458. */
  124459. bloomScale: number;
  124460. /**
  124461. * Enable or disable the bloom from the pipeline
  124462. */
  124463. bloomEnabled: boolean;
  124464. private _rebuildBloom;
  124465. /**
  124466. * If the depth of field is enabled.
  124467. */
  124468. depthOfFieldEnabled: boolean;
  124469. /**
  124470. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124471. */
  124472. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124473. /**
  124474. * If the anti aliasing is enabled.
  124475. */
  124476. fxaaEnabled: boolean;
  124477. private _samples;
  124478. /**
  124479. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124480. */
  124481. samples: number;
  124482. /**
  124483. * If image processing is enabled.
  124484. */
  124485. imageProcessingEnabled: boolean;
  124486. /**
  124487. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124488. */
  124489. glowLayerEnabled: boolean;
  124490. /**
  124491. * Gets the glow layer (or null if not defined)
  124492. */
  124493. readonly glowLayer: Nullable<GlowLayer>;
  124494. /**
  124495. * Enable or disable the chromaticAberration process from the pipeline
  124496. */
  124497. chromaticAberrationEnabled: boolean;
  124498. /**
  124499. * Enable or disable the grain process from the pipeline
  124500. */
  124501. grainEnabled: boolean;
  124502. /**
  124503. * @constructor
  124504. * @param name - The rendering pipeline name (default: "")
  124505. * @param hdr - If high dynamic range textures should be used (default: true)
  124506. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124507. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124508. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124509. */
  124510. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124511. /**
  124512. * Get the class name
  124513. * @returns "DefaultRenderingPipeline"
  124514. */
  124515. getClassName(): string;
  124516. /**
  124517. * Force the compilation of the entire pipeline.
  124518. */
  124519. prepare(): void;
  124520. private _hasCleared;
  124521. private _prevPostProcess;
  124522. private _prevPrevPostProcess;
  124523. private _setAutoClearAndTextureSharing;
  124524. private _depthOfFieldSceneObserver;
  124525. private _buildPipeline;
  124526. private _disposePostProcesses;
  124527. /**
  124528. * Adds a camera to the pipeline
  124529. * @param camera the camera to be added
  124530. */
  124531. addCamera(camera: Camera): void;
  124532. /**
  124533. * Removes a camera from the pipeline
  124534. * @param camera the camera to remove
  124535. */
  124536. removeCamera(camera: Camera): void;
  124537. /**
  124538. * Dispose of the pipeline and stop all post processes
  124539. */
  124540. dispose(): void;
  124541. /**
  124542. * Serialize the rendering pipeline (Used when exporting)
  124543. * @returns the serialized object
  124544. */
  124545. serialize(): any;
  124546. /**
  124547. * Parse the serialized pipeline
  124548. * @param source Source pipeline.
  124549. * @param scene The scene to load the pipeline to.
  124550. * @param rootUrl The URL of the serialized pipeline.
  124551. * @returns An instantiated pipeline from the serialized object.
  124552. */
  124553. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124554. }
  124555. }
  124556. declare module BABYLON {
  124557. /** @hidden */
  124558. export var lensHighlightsPixelShader: {
  124559. name: string;
  124560. shader: string;
  124561. };
  124562. }
  124563. declare module BABYLON {
  124564. /** @hidden */
  124565. export var depthOfFieldPixelShader: {
  124566. name: string;
  124567. shader: string;
  124568. };
  124569. }
  124570. declare module BABYLON {
  124571. /**
  124572. * BABYLON.JS Chromatic Aberration GLSL Shader
  124573. * Author: Olivier Guyot
  124574. * Separates very slightly R, G and B colors on the edges of the screen
  124575. * Inspired by Francois Tarlier & Martins Upitis
  124576. */
  124577. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124578. /**
  124579. * @ignore
  124580. * The chromatic aberration PostProcess id in the pipeline
  124581. */
  124582. LensChromaticAberrationEffect: string;
  124583. /**
  124584. * @ignore
  124585. * The highlights enhancing PostProcess id in the pipeline
  124586. */
  124587. HighlightsEnhancingEffect: string;
  124588. /**
  124589. * @ignore
  124590. * The depth-of-field PostProcess id in the pipeline
  124591. */
  124592. LensDepthOfFieldEffect: string;
  124593. private _scene;
  124594. private _depthTexture;
  124595. private _grainTexture;
  124596. private _chromaticAberrationPostProcess;
  124597. private _highlightsPostProcess;
  124598. private _depthOfFieldPostProcess;
  124599. private _edgeBlur;
  124600. private _grainAmount;
  124601. private _chromaticAberration;
  124602. private _distortion;
  124603. private _highlightsGain;
  124604. private _highlightsThreshold;
  124605. private _dofDistance;
  124606. private _dofAperture;
  124607. private _dofDarken;
  124608. private _dofPentagon;
  124609. private _blurNoise;
  124610. /**
  124611. * @constructor
  124612. *
  124613. * Effect parameters are as follow:
  124614. * {
  124615. * chromatic_aberration: number; // from 0 to x (1 for realism)
  124616. * edge_blur: number; // from 0 to x (1 for realism)
  124617. * distortion: number; // from 0 to x (1 for realism)
  124618. * grain_amount: number; // from 0 to 1
  124619. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  124620. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  124621. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  124622. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  124623. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  124624. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  124625. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  124626. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  124627. * }
  124628. * Note: if an effect parameter is unset, effect is disabled
  124629. *
  124630. * @param name The rendering pipeline name
  124631. * @param parameters - An object containing all parameters (see above)
  124632. * @param scene The scene linked to this pipeline
  124633. * @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)
  124634. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124635. */
  124636. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  124637. /**
  124638. * Get the class name
  124639. * @returns "LensRenderingPipeline"
  124640. */
  124641. getClassName(): string;
  124642. /**
  124643. * Gets associated scene
  124644. */
  124645. readonly scene: Scene;
  124646. /**
  124647. * Gets or sets the edge blur
  124648. */
  124649. edgeBlur: number;
  124650. /**
  124651. * Gets or sets the grain amount
  124652. */
  124653. grainAmount: number;
  124654. /**
  124655. * Gets or sets the chromatic aberration amount
  124656. */
  124657. chromaticAberration: number;
  124658. /**
  124659. * Gets or sets the depth of field aperture
  124660. */
  124661. dofAperture: number;
  124662. /**
  124663. * Gets or sets the edge distortion
  124664. */
  124665. edgeDistortion: number;
  124666. /**
  124667. * Gets or sets the depth of field distortion
  124668. */
  124669. dofDistortion: number;
  124670. /**
  124671. * Gets or sets the darken out of focus amount
  124672. */
  124673. darkenOutOfFocus: number;
  124674. /**
  124675. * Gets or sets a boolean indicating if blur noise is enabled
  124676. */
  124677. blurNoise: boolean;
  124678. /**
  124679. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  124680. */
  124681. pentagonBokeh: boolean;
  124682. /**
  124683. * Gets or sets the highlight grain amount
  124684. */
  124685. highlightsGain: number;
  124686. /**
  124687. * Gets or sets the highlight threshold
  124688. */
  124689. highlightsThreshold: number;
  124690. /**
  124691. * Sets the amount of blur at the edges
  124692. * @param amount blur amount
  124693. */
  124694. setEdgeBlur(amount: number): void;
  124695. /**
  124696. * Sets edge blur to 0
  124697. */
  124698. disableEdgeBlur(): void;
  124699. /**
  124700. * Sets the amout of grain
  124701. * @param amount Amount of grain
  124702. */
  124703. setGrainAmount(amount: number): void;
  124704. /**
  124705. * Set grain amount to 0
  124706. */
  124707. disableGrain(): void;
  124708. /**
  124709. * Sets the chromatic aberration amount
  124710. * @param amount amount of chromatic aberration
  124711. */
  124712. setChromaticAberration(amount: number): void;
  124713. /**
  124714. * Sets chromatic aberration amount to 0
  124715. */
  124716. disableChromaticAberration(): void;
  124717. /**
  124718. * Sets the EdgeDistortion amount
  124719. * @param amount amount of EdgeDistortion
  124720. */
  124721. setEdgeDistortion(amount: number): void;
  124722. /**
  124723. * Sets edge distortion to 0
  124724. */
  124725. disableEdgeDistortion(): void;
  124726. /**
  124727. * Sets the FocusDistance amount
  124728. * @param amount amount of FocusDistance
  124729. */
  124730. setFocusDistance(amount: number): void;
  124731. /**
  124732. * Disables depth of field
  124733. */
  124734. disableDepthOfField(): void;
  124735. /**
  124736. * Sets the Aperture amount
  124737. * @param amount amount of Aperture
  124738. */
  124739. setAperture(amount: number): void;
  124740. /**
  124741. * Sets the DarkenOutOfFocus amount
  124742. * @param amount amount of DarkenOutOfFocus
  124743. */
  124744. setDarkenOutOfFocus(amount: number): void;
  124745. private _pentagonBokehIsEnabled;
  124746. /**
  124747. * Creates a pentagon bokeh effect
  124748. */
  124749. enablePentagonBokeh(): void;
  124750. /**
  124751. * Disables the pentagon bokeh effect
  124752. */
  124753. disablePentagonBokeh(): void;
  124754. /**
  124755. * Enables noise blur
  124756. */
  124757. enableNoiseBlur(): void;
  124758. /**
  124759. * Disables noise blur
  124760. */
  124761. disableNoiseBlur(): void;
  124762. /**
  124763. * Sets the HighlightsGain amount
  124764. * @param amount amount of HighlightsGain
  124765. */
  124766. setHighlightsGain(amount: number): void;
  124767. /**
  124768. * Sets the HighlightsThreshold amount
  124769. * @param amount amount of HighlightsThreshold
  124770. */
  124771. setHighlightsThreshold(amount: number): void;
  124772. /**
  124773. * Disables highlights
  124774. */
  124775. disableHighlights(): void;
  124776. /**
  124777. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  124778. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  124779. */
  124780. dispose(disableDepthRender?: boolean): void;
  124781. private _createChromaticAberrationPostProcess;
  124782. private _createHighlightsPostProcess;
  124783. private _createDepthOfFieldPostProcess;
  124784. private _createGrainTexture;
  124785. }
  124786. }
  124787. declare module BABYLON {
  124788. /** @hidden */
  124789. export var ssao2PixelShader: {
  124790. name: string;
  124791. shader: string;
  124792. };
  124793. }
  124794. declare module BABYLON {
  124795. /** @hidden */
  124796. export var ssaoCombinePixelShader: {
  124797. name: string;
  124798. shader: string;
  124799. };
  124800. }
  124801. declare module BABYLON {
  124802. /**
  124803. * Render pipeline to produce ssao effect
  124804. */
  124805. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  124806. /**
  124807. * @ignore
  124808. * The PassPostProcess id in the pipeline that contains the original scene color
  124809. */
  124810. SSAOOriginalSceneColorEffect: string;
  124811. /**
  124812. * @ignore
  124813. * The SSAO PostProcess id in the pipeline
  124814. */
  124815. SSAORenderEffect: string;
  124816. /**
  124817. * @ignore
  124818. * The horizontal blur PostProcess id in the pipeline
  124819. */
  124820. SSAOBlurHRenderEffect: string;
  124821. /**
  124822. * @ignore
  124823. * The vertical blur PostProcess id in the pipeline
  124824. */
  124825. SSAOBlurVRenderEffect: string;
  124826. /**
  124827. * @ignore
  124828. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124829. */
  124830. SSAOCombineRenderEffect: string;
  124831. /**
  124832. * The output strength of the SSAO post-process. Default value is 1.0.
  124833. */
  124834. totalStrength: number;
  124835. /**
  124836. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  124837. */
  124838. maxZ: number;
  124839. /**
  124840. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  124841. */
  124842. minZAspect: number;
  124843. private _samples;
  124844. /**
  124845. * Number of samples used for the SSAO calculations. Default value is 8
  124846. */
  124847. samples: number;
  124848. private _textureSamples;
  124849. /**
  124850. * Number of samples to use for antialiasing
  124851. */
  124852. textureSamples: number;
  124853. /**
  124854. * Ratio object used for SSAO ratio and blur ratio
  124855. */
  124856. private _ratio;
  124857. /**
  124858. * Dynamically generated sphere sampler.
  124859. */
  124860. private _sampleSphere;
  124861. /**
  124862. * Blur filter offsets
  124863. */
  124864. private _samplerOffsets;
  124865. private _expensiveBlur;
  124866. /**
  124867. * If bilateral blur should be used
  124868. */
  124869. expensiveBlur: boolean;
  124870. /**
  124871. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  124872. */
  124873. radius: number;
  124874. /**
  124875. * The base color of the SSAO post-process
  124876. * The final result is "base + ssao" between [0, 1]
  124877. */
  124878. base: number;
  124879. /**
  124880. * Support test.
  124881. */
  124882. static readonly IsSupported: boolean;
  124883. private _scene;
  124884. private _depthTexture;
  124885. private _normalTexture;
  124886. private _randomTexture;
  124887. private _originalColorPostProcess;
  124888. private _ssaoPostProcess;
  124889. private _blurHPostProcess;
  124890. private _blurVPostProcess;
  124891. private _ssaoCombinePostProcess;
  124892. private _firstUpdate;
  124893. /**
  124894. * Gets active scene
  124895. */
  124896. readonly scene: Scene;
  124897. /**
  124898. * @constructor
  124899. * @param name The rendering pipeline name
  124900. * @param scene The scene linked to this pipeline
  124901. * @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 }
  124902. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124903. */
  124904. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  124905. /**
  124906. * Get the class name
  124907. * @returns "SSAO2RenderingPipeline"
  124908. */
  124909. getClassName(): string;
  124910. /**
  124911. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  124912. */
  124913. dispose(disableGeometryBufferRenderer?: boolean): void;
  124914. private _createBlurPostProcess;
  124915. /** @hidden */
  124916. _rebuild(): void;
  124917. private _bits;
  124918. private _radicalInverse_VdC;
  124919. private _hammersley;
  124920. private _hemisphereSample_uniform;
  124921. private _generateHemisphere;
  124922. private _createSSAOPostProcess;
  124923. private _createSSAOCombinePostProcess;
  124924. private _createRandomTexture;
  124925. /**
  124926. * Serialize the rendering pipeline (Used when exporting)
  124927. * @returns the serialized object
  124928. */
  124929. serialize(): any;
  124930. /**
  124931. * Parse the serialized pipeline
  124932. * @param source Source pipeline.
  124933. * @param scene The scene to load the pipeline to.
  124934. * @param rootUrl The URL of the serialized pipeline.
  124935. * @returns An instantiated pipeline from the serialized object.
  124936. */
  124937. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  124938. }
  124939. }
  124940. declare module BABYLON {
  124941. /** @hidden */
  124942. export var ssaoPixelShader: {
  124943. name: string;
  124944. shader: string;
  124945. };
  124946. }
  124947. declare module BABYLON {
  124948. /**
  124949. * Render pipeline to produce ssao effect
  124950. */
  124951. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  124952. /**
  124953. * @ignore
  124954. * The PassPostProcess id in the pipeline that contains the original scene color
  124955. */
  124956. SSAOOriginalSceneColorEffect: string;
  124957. /**
  124958. * @ignore
  124959. * The SSAO PostProcess id in the pipeline
  124960. */
  124961. SSAORenderEffect: string;
  124962. /**
  124963. * @ignore
  124964. * The horizontal blur PostProcess id in the pipeline
  124965. */
  124966. SSAOBlurHRenderEffect: string;
  124967. /**
  124968. * @ignore
  124969. * The vertical blur PostProcess id in the pipeline
  124970. */
  124971. SSAOBlurVRenderEffect: string;
  124972. /**
  124973. * @ignore
  124974. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124975. */
  124976. SSAOCombineRenderEffect: string;
  124977. /**
  124978. * The output strength of the SSAO post-process. Default value is 1.0.
  124979. */
  124980. totalStrength: number;
  124981. /**
  124982. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  124983. */
  124984. radius: number;
  124985. /**
  124986. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  124987. * Must not be equal to fallOff and superior to fallOff.
  124988. * Default value is 0.0075
  124989. */
  124990. area: number;
  124991. /**
  124992. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  124993. * Must not be equal to area and inferior to area.
  124994. * Default value is 0.000001
  124995. */
  124996. fallOff: number;
  124997. /**
  124998. * The base color of the SSAO post-process
  124999. * The final result is "base + ssao" between [0, 1]
  125000. */
  125001. base: number;
  125002. private _scene;
  125003. private _depthTexture;
  125004. private _randomTexture;
  125005. private _originalColorPostProcess;
  125006. private _ssaoPostProcess;
  125007. private _blurHPostProcess;
  125008. private _blurVPostProcess;
  125009. private _ssaoCombinePostProcess;
  125010. private _firstUpdate;
  125011. /**
  125012. * Gets active scene
  125013. */
  125014. readonly scene: Scene;
  125015. /**
  125016. * @constructor
  125017. * @param name - The rendering pipeline name
  125018. * @param scene - The scene linked to this pipeline
  125019. * @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 }
  125020. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125021. */
  125022. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125023. /**
  125024. * Get the class name
  125025. * @returns "SSAORenderingPipeline"
  125026. */
  125027. getClassName(): string;
  125028. /**
  125029. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125030. */
  125031. dispose(disableDepthRender?: boolean): void;
  125032. private _createBlurPostProcess;
  125033. /** @hidden */
  125034. _rebuild(): void;
  125035. private _createSSAOPostProcess;
  125036. private _createSSAOCombinePostProcess;
  125037. private _createRandomTexture;
  125038. }
  125039. }
  125040. declare module BABYLON {
  125041. /** @hidden */
  125042. export var standardPixelShader: {
  125043. name: string;
  125044. shader: string;
  125045. };
  125046. }
  125047. declare module BABYLON {
  125048. /**
  125049. * Standard rendering pipeline
  125050. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125051. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125052. */
  125053. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125054. /**
  125055. * Public members
  125056. */
  125057. /**
  125058. * Post-process which contains the original scene color before the pipeline applies all the effects
  125059. */
  125060. originalPostProcess: Nullable<PostProcess>;
  125061. /**
  125062. * Post-process used to down scale an image x4
  125063. */
  125064. downSampleX4PostProcess: Nullable<PostProcess>;
  125065. /**
  125066. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125067. */
  125068. brightPassPostProcess: Nullable<PostProcess>;
  125069. /**
  125070. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125071. */
  125072. blurHPostProcesses: PostProcess[];
  125073. /**
  125074. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125075. */
  125076. blurVPostProcesses: PostProcess[];
  125077. /**
  125078. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125079. */
  125080. textureAdderPostProcess: Nullable<PostProcess>;
  125081. /**
  125082. * Post-process used to create volumetric lighting effect
  125083. */
  125084. volumetricLightPostProcess: Nullable<PostProcess>;
  125085. /**
  125086. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125087. */
  125088. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125089. /**
  125090. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125091. */
  125092. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125093. /**
  125094. * Post-process used to merge the volumetric light effect and the real scene color
  125095. */
  125096. volumetricLightMergePostProces: Nullable<PostProcess>;
  125097. /**
  125098. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125099. */
  125100. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125101. /**
  125102. * Base post-process used to calculate the average luminance of the final image for HDR
  125103. */
  125104. luminancePostProcess: Nullable<PostProcess>;
  125105. /**
  125106. * Post-processes used to create down sample post-processes in order to get
  125107. * the average luminance of the final image for HDR
  125108. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125109. */
  125110. luminanceDownSamplePostProcesses: PostProcess[];
  125111. /**
  125112. * Post-process used to create a HDR effect (light adaptation)
  125113. */
  125114. hdrPostProcess: Nullable<PostProcess>;
  125115. /**
  125116. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125117. */
  125118. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125119. /**
  125120. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125121. */
  125122. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125123. /**
  125124. * Post-process used to merge the final HDR post-process and the real scene color
  125125. */
  125126. hdrFinalPostProcess: Nullable<PostProcess>;
  125127. /**
  125128. * Post-process used to create a lens flare effect
  125129. */
  125130. lensFlarePostProcess: Nullable<PostProcess>;
  125131. /**
  125132. * Post-process that merges the result of the lens flare post-process and the real scene color
  125133. */
  125134. lensFlareComposePostProcess: Nullable<PostProcess>;
  125135. /**
  125136. * Post-process used to create a motion blur effect
  125137. */
  125138. motionBlurPostProcess: Nullable<PostProcess>;
  125139. /**
  125140. * Post-process used to create a depth of field effect
  125141. */
  125142. depthOfFieldPostProcess: Nullable<PostProcess>;
  125143. /**
  125144. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125145. */
  125146. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125147. /**
  125148. * Represents the brightness threshold in order to configure the illuminated surfaces
  125149. */
  125150. brightThreshold: number;
  125151. /**
  125152. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125153. */
  125154. blurWidth: number;
  125155. /**
  125156. * Sets if the blur for highlighted surfaces must be only horizontal
  125157. */
  125158. horizontalBlur: boolean;
  125159. /**
  125160. * Gets the overall exposure used by the pipeline
  125161. */
  125162. /**
  125163. * Sets the overall exposure used by the pipeline
  125164. */
  125165. exposure: number;
  125166. /**
  125167. * Texture used typically to simulate "dirty" on camera lens
  125168. */
  125169. lensTexture: Nullable<Texture>;
  125170. /**
  125171. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125172. */
  125173. volumetricLightCoefficient: number;
  125174. /**
  125175. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125176. */
  125177. volumetricLightPower: number;
  125178. /**
  125179. * Used the set the blur intensity to smooth the volumetric lights
  125180. */
  125181. volumetricLightBlurScale: number;
  125182. /**
  125183. * Light (spot or directional) used to generate the volumetric lights rays
  125184. * The source light must have a shadow generate so the pipeline can get its
  125185. * depth map
  125186. */
  125187. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125188. /**
  125189. * For eye adaptation, represents the minimum luminance the eye can see
  125190. */
  125191. hdrMinimumLuminance: number;
  125192. /**
  125193. * For eye adaptation, represents the decrease luminance speed
  125194. */
  125195. hdrDecreaseRate: number;
  125196. /**
  125197. * For eye adaptation, represents the increase luminance speed
  125198. */
  125199. hdrIncreaseRate: number;
  125200. /**
  125201. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125202. */
  125203. /**
  125204. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125205. */
  125206. hdrAutoExposure: boolean;
  125207. /**
  125208. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125209. */
  125210. lensColorTexture: Nullable<Texture>;
  125211. /**
  125212. * The overall strengh for the lens flare effect
  125213. */
  125214. lensFlareStrength: number;
  125215. /**
  125216. * Dispersion coefficient for lens flare ghosts
  125217. */
  125218. lensFlareGhostDispersal: number;
  125219. /**
  125220. * Main lens flare halo width
  125221. */
  125222. lensFlareHaloWidth: number;
  125223. /**
  125224. * Based on the lens distortion effect, defines how much the lens flare result
  125225. * is distorted
  125226. */
  125227. lensFlareDistortionStrength: number;
  125228. /**
  125229. * Configures the blur intensity used for for lens flare (halo)
  125230. */
  125231. lensFlareBlurWidth: number;
  125232. /**
  125233. * Lens star texture must be used to simulate rays on the flares and is available
  125234. * in the documentation
  125235. */
  125236. lensStarTexture: Nullable<Texture>;
  125237. /**
  125238. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125239. * flare effect by taking account of the dirt texture
  125240. */
  125241. lensFlareDirtTexture: Nullable<Texture>;
  125242. /**
  125243. * Represents the focal length for the depth of field effect
  125244. */
  125245. depthOfFieldDistance: number;
  125246. /**
  125247. * Represents the blur intensity for the blurred part of the depth of field effect
  125248. */
  125249. depthOfFieldBlurWidth: number;
  125250. /**
  125251. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125252. */
  125253. /**
  125254. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125255. */
  125256. motionStrength: number;
  125257. /**
  125258. * Gets wether or not the motion blur post-process is object based or screen based.
  125259. */
  125260. /**
  125261. * Sets wether or not the motion blur post-process should be object based or screen based
  125262. */
  125263. objectBasedMotionBlur: boolean;
  125264. /**
  125265. * List of animations for the pipeline (IAnimatable implementation)
  125266. */
  125267. animations: Animation[];
  125268. /**
  125269. * Private members
  125270. */
  125271. private _scene;
  125272. private _currentDepthOfFieldSource;
  125273. private _basePostProcess;
  125274. private _fixedExposure;
  125275. private _currentExposure;
  125276. private _hdrAutoExposure;
  125277. private _hdrCurrentLuminance;
  125278. private _motionStrength;
  125279. private _isObjectBasedMotionBlur;
  125280. private _floatTextureType;
  125281. private _camerasToBeAttached;
  125282. private _ratio;
  125283. private _bloomEnabled;
  125284. private _depthOfFieldEnabled;
  125285. private _vlsEnabled;
  125286. private _lensFlareEnabled;
  125287. private _hdrEnabled;
  125288. private _motionBlurEnabled;
  125289. private _fxaaEnabled;
  125290. private _motionBlurSamples;
  125291. private _volumetricLightStepsCount;
  125292. private _samples;
  125293. /**
  125294. * @ignore
  125295. * Specifies if the bloom pipeline is enabled
  125296. */
  125297. BloomEnabled: boolean;
  125298. /**
  125299. * @ignore
  125300. * Specifies if the depth of field pipeline is enabed
  125301. */
  125302. DepthOfFieldEnabled: boolean;
  125303. /**
  125304. * @ignore
  125305. * Specifies if the lens flare pipeline is enabed
  125306. */
  125307. LensFlareEnabled: boolean;
  125308. /**
  125309. * @ignore
  125310. * Specifies if the HDR pipeline is enabled
  125311. */
  125312. HDREnabled: boolean;
  125313. /**
  125314. * @ignore
  125315. * Specifies if the volumetric lights scattering effect is enabled
  125316. */
  125317. VLSEnabled: boolean;
  125318. /**
  125319. * @ignore
  125320. * Specifies if the motion blur effect is enabled
  125321. */
  125322. MotionBlurEnabled: boolean;
  125323. /**
  125324. * Specifies if anti-aliasing is enabled
  125325. */
  125326. fxaaEnabled: boolean;
  125327. /**
  125328. * Specifies the number of steps used to calculate the volumetric lights
  125329. * Typically in interval [50, 200]
  125330. */
  125331. volumetricLightStepsCount: number;
  125332. /**
  125333. * Specifies the number of samples used for the motion blur effect
  125334. * Typically in interval [16, 64]
  125335. */
  125336. motionBlurSamples: number;
  125337. /**
  125338. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125339. */
  125340. samples: number;
  125341. /**
  125342. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125343. * @constructor
  125344. * @param name The rendering pipeline name
  125345. * @param scene The scene linked to this pipeline
  125346. * @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)
  125347. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125348. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125349. */
  125350. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125351. private _buildPipeline;
  125352. private _createDownSampleX4PostProcess;
  125353. private _createBrightPassPostProcess;
  125354. private _createBlurPostProcesses;
  125355. private _createTextureAdderPostProcess;
  125356. private _createVolumetricLightPostProcess;
  125357. private _createLuminancePostProcesses;
  125358. private _createHdrPostProcess;
  125359. private _createLensFlarePostProcess;
  125360. private _createDepthOfFieldPostProcess;
  125361. private _createMotionBlurPostProcess;
  125362. private _getDepthTexture;
  125363. private _disposePostProcesses;
  125364. /**
  125365. * Dispose of the pipeline and stop all post processes
  125366. */
  125367. dispose(): void;
  125368. /**
  125369. * Serialize the rendering pipeline (Used when exporting)
  125370. * @returns the serialized object
  125371. */
  125372. serialize(): any;
  125373. /**
  125374. * Parse the serialized pipeline
  125375. * @param source Source pipeline.
  125376. * @param scene The scene to load the pipeline to.
  125377. * @param rootUrl The URL of the serialized pipeline.
  125378. * @returns An instantiated pipeline from the serialized object.
  125379. */
  125380. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125381. /**
  125382. * Luminance steps
  125383. */
  125384. static LuminanceSteps: number;
  125385. }
  125386. }
  125387. declare module BABYLON {
  125388. /** @hidden */
  125389. export var tonemapPixelShader: {
  125390. name: string;
  125391. shader: string;
  125392. };
  125393. }
  125394. declare module BABYLON {
  125395. /** Defines operator used for tonemapping */
  125396. export enum TonemappingOperator {
  125397. /** Hable */
  125398. Hable = 0,
  125399. /** Reinhard */
  125400. Reinhard = 1,
  125401. /** HejiDawson */
  125402. HejiDawson = 2,
  125403. /** Photographic */
  125404. Photographic = 3
  125405. }
  125406. /**
  125407. * Defines a post process to apply tone mapping
  125408. */
  125409. export class TonemapPostProcess extends PostProcess {
  125410. private _operator;
  125411. /** Defines the required exposure adjustement */
  125412. exposureAdjustment: number;
  125413. /**
  125414. * Creates a new TonemapPostProcess
  125415. * @param name defines the name of the postprocess
  125416. * @param _operator defines the operator to use
  125417. * @param exposureAdjustment defines the required exposure adjustement
  125418. * @param camera defines the camera to use (can be null)
  125419. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125420. * @param engine defines the hosting engine (can be ignore if camera is set)
  125421. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125422. */
  125423. constructor(name: string, _operator: TonemappingOperator,
  125424. /** Defines the required exposure adjustement */
  125425. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125426. }
  125427. }
  125428. declare module BABYLON {
  125429. /** @hidden */
  125430. export var depthVertexShader: {
  125431. name: string;
  125432. shader: string;
  125433. };
  125434. }
  125435. declare module BABYLON {
  125436. /** @hidden */
  125437. export var volumetricLightScatteringPixelShader: {
  125438. name: string;
  125439. shader: string;
  125440. };
  125441. }
  125442. declare module BABYLON {
  125443. /** @hidden */
  125444. export var volumetricLightScatteringPassVertexShader: {
  125445. name: string;
  125446. shader: string;
  125447. };
  125448. }
  125449. declare module BABYLON {
  125450. /** @hidden */
  125451. export var volumetricLightScatteringPassPixelShader: {
  125452. name: string;
  125453. shader: string;
  125454. };
  125455. }
  125456. declare module BABYLON {
  125457. /**
  125458. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125459. */
  125460. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125461. private _volumetricLightScatteringPass;
  125462. private _volumetricLightScatteringRTT;
  125463. private _viewPort;
  125464. private _screenCoordinates;
  125465. private _cachedDefines;
  125466. /**
  125467. * If not undefined, the mesh position is computed from the attached node position
  125468. */
  125469. attachedNode: {
  125470. position: Vector3;
  125471. };
  125472. /**
  125473. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125474. */
  125475. customMeshPosition: Vector3;
  125476. /**
  125477. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125478. */
  125479. useCustomMeshPosition: boolean;
  125480. /**
  125481. * If the post-process should inverse the light scattering direction
  125482. */
  125483. invert: boolean;
  125484. /**
  125485. * The internal mesh used by the post-process
  125486. */
  125487. mesh: Mesh;
  125488. /**
  125489. * @hidden
  125490. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125491. */
  125492. useDiffuseColor: boolean;
  125493. /**
  125494. * Array containing the excluded meshes not rendered in the internal pass
  125495. */
  125496. excludedMeshes: AbstractMesh[];
  125497. /**
  125498. * Controls the overall intensity of the post-process
  125499. */
  125500. exposure: number;
  125501. /**
  125502. * Dissipates each sample's contribution in range [0, 1]
  125503. */
  125504. decay: number;
  125505. /**
  125506. * Controls the overall intensity of each sample
  125507. */
  125508. weight: number;
  125509. /**
  125510. * Controls the density of each sample
  125511. */
  125512. density: number;
  125513. /**
  125514. * @constructor
  125515. * @param name The post-process name
  125516. * @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)
  125517. * @param camera The camera that the post-process will be attached to
  125518. * @param mesh The mesh used to create the light scattering
  125519. * @param samples The post-process quality, default 100
  125520. * @param samplingModeThe post-process filtering mode
  125521. * @param engine The babylon engine
  125522. * @param reusable If the post-process is reusable
  125523. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125524. */
  125525. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125526. /**
  125527. * Returns the string "VolumetricLightScatteringPostProcess"
  125528. * @returns "VolumetricLightScatteringPostProcess"
  125529. */
  125530. getClassName(): string;
  125531. private _isReady;
  125532. /**
  125533. * Sets the new light position for light scattering effect
  125534. * @param position The new custom light position
  125535. */
  125536. setCustomMeshPosition(position: Vector3): void;
  125537. /**
  125538. * Returns the light position for light scattering effect
  125539. * @return Vector3 The custom light position
  125540. */
  125541. getCustomMeshPosition(): Vector3;
  125542. /**
  125543. * Disposes the internal assets and detaches the post-process from the camera
  125544. */
  125545. dispose(camera: Camera): void;
  125546. /**
  125547. * Returns the render target texture used by the post-process
  125548. * @return the render target texture used by the post-process
  125549. */
  125550. getPass(): RenderTargetTexture;
  125551. private _meshExcluded;
  125552. private _createPass;
  125553. private _updateMeshScreenCoordinates;
  125554. /**
  125555. * Creates a default mesh for the Volumeric Light Scattering post-process
  125556. * @param name The mesh name
  125557. * @param scene The scene where to create the mesh
  125558. * @return the default mesh
  125559. */
  125560. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125561. }
  125562. }
  125563. declare module BABYLON {
  125564. interface Scene {
  125565. /** @hidden (Backing field) */
  125566. _boundingBoxRenderer: BoundingBoxRenderer;
  125567. /** @hidden (Backing field) */
  125568. _forceShowBoundingBoxes: boolean;
  125569. /**
  125570. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125571. */
  125572. forceShowBoundingBoxes: boolean;
  125573. /**
  125574. * Gets the bounding box renderer associated with the scene
  125575. * @returns a BoundingBoxRenderer
  125576. */
  125577. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125578. }
  125579. interface AbstractMesh {
  125580. /** @hidden (Backing field) */
  125581. _showBoundingBox: boolean;
  125582. /**
  125583. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125584. */
  125585. showBoundingBox: boolean;
  125586. }
  125587. /**
  125588. * Component responsible of rendering the bounding box of the meshes in a scene.
  125589. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125590. */
  125591. export class BoundingBoxRenderer implements ISceneComponent {
  125592. /**
  125593. * The component name helpfull to identify the component in the list of scene components.
  125594. */
  125595. readonly name: string;
  125596. /**
  125597. * The scene the component belongs to.
  125598. */
  125599. scene: Scene;
  125600. /**
  125601. * Color of the bounding box lines placed in front of an object
  125602. */
  125603. frontColor: Color3;
  125604. /**
  125605. * Color of the bounding box lines placed behind an object
  125606. */
  125607. backColor: Color3;
  125608. /**
  125609. * Defines if the renderer should show the back lines or not
  125610. */
  125611. showBackLines: boolean;
  125612. /**
  125613. * @hidden
  125614. */
  125615. renderList: SmartArray<BoundingBox>;
  125616. private _colorShader;
  125617. private _vertexBuffers;
  125618. private _indexBuffer;
  125619. private _fillIndexBuffer;
  125620. private _fillIndexData;
  125621. /**
  125622. * Instantiates a new bounding box renderer in a scene.
  125623. * @param scene the scene the renderer renders in
  125624. */
  125625. constructor(scene: Scene);
  125626. /**
  125627. * Registers the component in a given scene
  125628. */
  125629. register(): void;
  125630. private _evaluateSubMesh;
  125631. private _activeMesh;
  125632. private _prepareRessources;
  125633. private _createIndexBuffer;
  125634. /**
  125635. * Rebuilds the elements related to this component in case of
  125636. * context lost for instance.
  125637. */
  125638. rebuild(): void;
  125639. /**
  125640. * @hidden
  125641. */
  125642. reset(): void;
  125643. /**
  125644. * Render the bounding boxes of a specific rendering group
  125645. * @param renderingGroupId defines the rendering group to render
  125646. */
  125647. render(renderingGroupId: number): void;
  125648. /**
  125649. * In case of occlusion queries, we can render the occlusion bounding box through this method
  125650. * @param mesh Define the mesh to render the occlusion bounding box for
  125651. */
  125652. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  125653. /**
  125654. * Dispose and release the resources attached to this renderer.
  125655. */
  125656. dispose(): void;
  125657. }
  125658. }
  125659. declare module BABYLON {
  125660. /** @hidden */
  125661. export var depthPixelShader: {
  125662. name: string;
  125663. shader: string;
  125664. };
  125665. }
  125666. declare module BABYLON {
  125667. /**
  125668. * This represents a depth renderer in Babylon.
  125669. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  125670. */
  125671. export class DepthRenderer {
  125672. private _scene;
  125673. private _depthMap;
  125674. private _effect;
  125675. private readonly _storeNonLinearDepth;
  125676. private readonly _clearColor;
  125677. /** Get if the depth renderer is using packed depth or not */
  125678. readonly isPacked: boolean;
  125679. private _cachedDefines;
  125680. private _camera;
  125681. /**
  125682. * Specifiess that the depth renderer will only be used within
  125683. * the camera it is created for.
  125684. * This can help forcing its rendering during the camera processing.
  125685. */
  125686. useOnlyInActiveCamera: boolean;
  125687. /** @hidden */
  125688. static _SceneComponentInitialization: (scene: Scene) => void;
  125689. /**
  125690. * Instantiates a depth renderer
  125691. * @param scene The scene the renderer belongs to
  125692. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  125693. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  125694. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125695. */
  125696. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  125697. /**
  125698. * Creates the depth rendering effect and checks if the effect is ready.
  125699. * @param subMesh The submesh to be used to render the depth map of
  125700. * @param useInstances If multiple world instances should be used
  125701. * @returns if the depth renderer is ready to render the depth map
  125702. */
  125703. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125704. /**
  125705. * Gets the texture which the depth map will be written to.
  125706. * @returns The depth map texture
  125707. */
  125708. getDepthMap(): RenderTargetTexture;
  125709. /**
  125710. * Disposes of the depth renderer.
  125711. */
  125712. dispose(): void;
  125713. }
  125714. }
  125715. declare module BABYLON {
  125716. interface Scene {
  125717. /** @hidden (Backing field) */
  125718. _depthRenderer: {
  125719. [id: string]: DepthRenderer;
  125720. };
  125721. /**
  125722. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  125723. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  125724. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125725. * @returns the created depth renderer
  125726. */
  125727. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  125728. /**
  125729. * Disables a depth renderer for a given camera
  125730. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  125731. */
  125732. disableDepthRenderer(camera?: Nullable<Camera>): void;
  125733. }
  125734. /**
  125735. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  125736. * in several rendering techniques.
  125737. */
  125738. export class DepthRendererSceneComponent implements ISceneComponent {
  125739. /**
  125740. * The component name helpfull to identify the component in the list of scene components.
  125741. */
  125742. readonly name: string;
  125743. /**
  125744. * The scene the component belongs to.
  125745. */
  125746. scene: Scene;
  125747. /**
  125748. * Creates a new instance of the component for the given scene
  125749. * @param scene Defines the scene to register the component in
  125750. */
  125751. constructor(scene: Scene);
  125752. /**
  125753. * Registers the component in a given scene
  125754. */
  125755. register(): void;
  125756. /**
  125757. * Rebuilds the elements related to this component in case of
  125758. * context lost for instance.
  125759. */
  125760. rebuild(): void;
  125761. /**
  125762. * Disposes the component and the associated ressources
  125763. */
  125764. dispose(): void;
  125765. private _gatherRenderTargets;
  125766. private _gatherActiveCameraRenderTargets;
  125767. }
  125768. }
  125769. declare module BABYLON {
  125770. /** @hidden */
  125771. export var outlinePixelShader: {
  125772. name: string;
  125773. shader: string;
  125774. };
  125775. }
  125776. declare module BABYLON {
  125777. /** @hidden */
  125778. export var outlineVertexShader: {
  125779. name: string;
  125780. shader: string;
  125781. };
  125782. }
  125783. declare module BABYLON {
  125784. interface Scene {
  125785. /** @hidden */
  125786. _outlineRenderer: OutlineRenderer;
  125787. /**
  125788. * Gets the outline renderer associated with the scene
  125789. * @returns a OutlineRenderer
  125790. */
  125791. getOutlineRenderer(): OutlineRenderer;
  125792. }
  125793. interface AbstractMesh {
  125794. /** @hidden (Backing field) */
  125795. _renderOutline: boolean;
  125796. /**
  125797. * Gets or sets a boolean indicating if the outline must be rendered as well
  125798. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  125799. */
  125800. renderOutline: boolean;
  125801. /** @hidden (Backing field) */
  125802. _renderOverlay: boolean;
  125803. /**
  125804. * Gets or sets a boolean indicating if the overlay must be rendered as well
  125805. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  125806. */
  125807. renderOverlay: boolean;
  125808. }
  125809. /**
  125810. * This class is responsible to draw bothe outline/overlay of meshes.
  125811. * It should not be used directly but through the available method on mesh.
  125812. */
  125813. export class OutlineRenderer implements ISceneComponent {
  125814. /**
  125815. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  125816. */
  125817. private static _StencilReference;
  125818. /**
  125819. * The name of the component. Each component must have a unique name.
  125820. */
  125821. name: string;
  125822. /**
  125823. * The scene the component belongs to.
  125824. */
  125825. scene: Scene;
  125826. /**
  125827. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  125828. */
  125829. zOffset: number;
  125830. private _engine;
  125831. private _effect;
  125832. private _cachedDefines;
  125833. private _savedDepthWrite;
  125834. /**
  125835. * Instantiates a new outline renderer. (There could be only one per scene).
  125836. * @param scene Defines the scene it belongs to
  125837. */
  125838. constructor(scene: Scene);
  125839. /**
  125840. * Register the component to one instance of a scene.
  125841. */
  125842. register(): void;
  125843. /**
  125844. * Rebuilds the elements related to this component in case of
  125845. * context lost for instance.
  125846. */
  125847. rebuild(): void;
  125848. /**
  125849. * Disposes the component and the associated ressources.
  125850. */
  125851. dispose(): void;
  125852. /**
  125853. * Renders the outline in the canvas.
  125854. * @param subMesh Defines the sumesh to render
  125855. * @param batch Defines the batch of meshes in case of instances
  125856. * @param useOverlay Defines if the rendering is for the overlay or the outline
  125857. */
  125858. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  125859. /**
  125860. * Returns whether or not the outline renderer is ready for a given submesh.
  125861. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  125862. * @param subMesh Defines the submesh to check readyness for
  125863. * @param useInstances Defines wheter wee are trying to render instances or not
  125864. * @returns true if ready otherwise false
  125865. */
  125866. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125867. private _beforeRenderingMesh;
  125868. private _afterRenderingMesh;
  125869. }
  125870. }
  125871. declare module BABYLON {
  125872. /**
  125873. * Class used to manage multiple sprites of different sizes on the same spritesheet
  125874. * @see http://doc.babylonjs.com/babylon101/sprites
  125875. */
  125876. export class SpritePackedManager extends SpriteManager {
  125877. /** defines the packed manager's name */
  125878. name: string;
  125879. /**
  125880. * Creates a new sprite manager from a packed sprite sheet
  125881. * @param name defines the manager's name
  125882. * @param imgUrl defines the sprite sheet url
  125883. * @param capacity defines the maximum allowed number of sprites
  125884. * @param scene defines the hosting scene
  125885. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  125886. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  125887. * @param samplingMode defines the smapling mode to use with spritesheet
  125888. * @param fromPacked set to true; do not alter
  125889. */
  125890. constructor(
  125891. /** defines the packed manager's name */
  125892. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  125893. }
  125894. }
  125895. declare module BABYLON {
  125896. /**
  125897. * Defines the list of states available for a task inside a AssetsManager
  125898. */
  125899. export enum AssetTaskState {
  125900. /**
  125901. * Initialization
  125902. */
  125903. INIT = 0,
  125904. /**
  125905. * Running
  125906. */
  125907. RUNNING = 1,
  125908. /**
  125909. * Done
  125910. */
  125911. DONE = 2,
  125912. /**
  125913. * Error
  125914. */
  125915. ERROR = 3
  125916. }
  125917. /**
  125918. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  125919. */
  125920. export abstract class AbstractAssetTask {
  125921. /**
  125922. * Task name
  125923. */ name: string;
  125924. /**
  125925. * Callback called when the task is successful
  125926. */
  125927. onSuccess: (task: any) => void;
  125928. /**
  125929. * Callback called when the task is not successful
  125930. */
  125931. onError: (task: any, message?: string, exception?: any) => void;
  125932. /**
  125933. * Creates a new AssetsManager
  125934. * @param name defines the name of the task
  125935. */
  125936. constructor(
  125937. /**
  125938. * Task name
  125939. */ name: string);
  125940. private _isCompleted;
  125941. private _taskState;
  125942. private _errorObject;
  125943. /**
  125944. * Get if the task is completed
  125945. */
  125946. readonly isCompleted: boolean;
  125947. /**
  125948. * Gets the current state of the task
  125949. */
  125950. readonly taskState: AssetTaskState;
  125951. /**
  125952. * Gets the current error object (if task is in error)
  125953. */
  125954. readonly errorObject: {
  125955. message?: string;
  125956. exception?: any;
  125957. };
  125958. /**
  125959. * Internal only
  125960. * @hidden
  125961. */
  125962. _setErrorObject(message?: string, exception?: any): void;
  125963. /**
  125964. * Execute the current task
  125965. * @param scene defines the scene where you want your assets to be loaded
  125966. * @param onSuccess is a callback called when the task is successfully executed
  125967. * @param onError is a callback called if an error occurs
  125968. */
  125969. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125970. /**
  125971. * Execute the current task
  125972. * @param scene defines the scene where you want your assets to be loaded
  125973. * @param onSuccess is a callback called when the task is successfully executed
  125974. * @param onError is a callback called if an error occurs
  125975. */
  125976. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125977. /**
  125978. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  125979. * This can be used with failed tasks that have the reason for failure fixed.
  125980. */
  125981. reset(): void;
  125982. private onErrorCallback;
  125983. private onDoneCallback;
  125984. }
  125985. /**
  125986. * Define the interface used by progress events raised during assets loading
  125987. */
  125988. export interface IAssetsProgressEvent {
  125989. /**
  125990. * Defines the number of remaining tasks to process
  125991. */
  125992. remainingCount: number;
  125993. /**
  125994. * Defines the total number of tasks
  125995. */
  125996. totalCount: number;
  125997. /**
  125998. * Defines the task that was just processed
  125999. */
  126000. task: AbstractAssetTask;
  126001. }
  126002. /**
  126003. * Class used to share progress information about assets loading
  126004. */
  126005. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126006. /**
  126007. * Defines the number of remaining tasks to process
  126008. */
  126009. remainingCount: number;
  126010. /**
  126011. * Defines the total number of tasks
  126012. */
  126013. totalCount: number;
  126014. /**
  126015. * Defines the task that was just processed
  126016. */
  126017. task: AbstractAssetTask;
  126018. /**
  126019. * Creates a AssetsProgressEvent
  126020. * @param remainingCount defines the number of remaining tasks to process
  126021. * @param totalCount defines the total number of tasks
  126022. * @param task defines the task that was just processed
  126023. */
  126024. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126025. }
  126026. /**
  126027. * Define a task used by AssetsManager to load meshes
  126028. */
  126029. export class MeshAssetTask extends AbstractAssetTask {
  126030. /**
  126031. * Defines the name of the task
  126032. */
  126033. name: string;
  126034. /**
  126035. * Defines the list of mesh's names you want to load
  126036. */
  126037. meshesNames: any;
  126038. /**
  126039. * Defines the root url to use as a base to load your meshes and associated resources
  126040. */
  126041. rootUrl: string;
  126042. /**
  126043. * Defines the filename of the scene to load from
  126044. */
  126045. sceneFilename: string;
  126046. /**
  126047. * Gets the list of loaded meshes
  126048. */
  126049. loadedMeshes: Array<AbstractMesh>;
  126050. /**
  126051. * Gets the list of loaded particle systems
  126052. */
  126053. loadedParticleSystems: Array<IParticleSystem>;
  126054. /**
  126055. * Gets the list of loaded skeletons
  126056. */
  126057. loadedSkeletons: Array<Skeleton>;
  126058. /**
  126059. * Gets the list of loaded animation groups
  126060. */
  126061. loadedAnimationGroups: Array<AnimationGroup>;
  126062. /**
  126063. * Callback called when the task is successful
  126064. */
  126065. onSuccess: (task: MeshAssetTask) => void;
  126066. /**
  126067. * Callback called when the task is successful
  126068. */
  126069. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126070. /**
  126071. * Creates a new MeshAssetTask
  126072. * @param name defines the name of the task
  126073. * @param meshesNames defines the list of mesh's names you want to load
  126074. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126075. * @param sceneFilename defines the filename of the scene to load from
  126076. */
  126077. constructor(
  126078. /**
  126079. * Defines the name of the task
  126080. */
  126081. name: string,
  126082. /**
  126083. * Defines the list of mesh's names you want to load
  126084. */
  126085. meshesNames: any,
  126086. /**
  126087. * Defines the root url to use as a base to load your meshes and associated resources
  126088. */
  126089. rootUrl: string,
  126090. /**
  126091. * Defines the filename of the scene to load from
  126092. */
  126093. sceneFilename: string);
  126094. /**
  126095. * Execute the current task
  126096. * @param scene defines the scene where you want your assets to be loaded
  126097. * @param onSuccess is a callback called when the task is successfully executed
  126098. * @param onError is a callback called if an error occurs
  126099. */
  126100. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126101. }
  126102. /**
  126103. * Define a task used by AssetsManager to load text content
  126104. */
  126105. export class TextFileAssetTask extends AbstractAssetTask {
  126106. /**
  126107. * Defines the name of the task
  126108. */
  126109. name: string;
  126110. /**
  126111. * Defines the location of the file to load
  126112. */
  126113. url: string;
  126114. /**
  126115. * Gets the loaded text string
  126116. */
  126117. text: string;
  126118. /**
  126119. * Callback called when the task is successful
  126120. */
  126121. onSuccess: (task: TextFileAssetTask) => void;
  126122. /**
  126123. * Callback called when the task is successful
  126124. */
  126125. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126126. /**
  126127. * Creates a new TextFileAssetTask object
  126128. * @param name defines the name of the task
  126129. * @param url defines the location of the file to load
  126130. */
  126131. constructor(
  126132. /**
  126133. * Defines the name of the task
  126134. */
  126135. name: string,
  126136. /**
  126137. * Defines the location of the file to load
  126138. */
  126139. url: string);
  126140. /**
  126141. * Execute the current task
  126142. * @param scene defines the scene where you want your assets to be loaded
  126143. * @param onSuccess is a callback called when the task is successfully executed
  126144. * @param onError is a callback called if an error occurs
  126145. */
  126146. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126147. }
  126148. /**
  126149. * Define a task used by AssetsManager to load binary data
  126150. */
  126151. export class BinaryFileAssetTask extends AbstractAssetTask {
  126152. /**
  126153. * Defines the name of the task
  126154. */
  126155. name: string;
  126156. /**
  126157. * Defines the location of the file to load
  126158. */
  126159. url: string;
  126160. /**
  126161. * Gets the lodaded data (as an array buffer)
  126162. */
  126163. data: ArrayBuffer;
  126164. /**
  126165. * Callback called when the task is successful
  126166. */
  126167. onSuccess: (task: BinaryFileAssetTask) => void;
  126168. /**
  126169. * Callback called when the task is successful
  126170. */
  126171. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126172. /**
  126173. * Creates a new BinaryFileAssetTask object
  126174. * @param name defines the name of the new task
  126175. * @param url defines the location of the file to load
  126176. */
  126177. constructor(
  126178. /**
  126179. * Defines the name of the task
  126180. */
  126181. name: string,
  126182. /**
  126183. * Defines the location of the file to load
  126184. */
  126185. url: string);
  126186. /**
  126187. * Execute the current task
  126188. * @param scene defines the scene where you want your assets to be loaded
  126189. * @param onSuccess is a callback called when the task is successfully executed
  126190. * @param onError is a callback called if an error occurs
  126191. */
  126192. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126193. }
  126194. /**
  126195. * Define a task used by AssetsManager to load images
  126196. */
  126197. export class ImageAssetTask extends AbstractAssetTask {
  126198. /**
  126199. * Defines the name of the task
  126200. */
  126201. name: string;
  126202. /**
  126203. * Defines the location of the image to load
  126204. */
  126205. url: string;
  126206. /**
  126207. * Gets the loaded images
  126208. */
  126209. image: HTMLImageElement;
  126210. /**
  126211. * Callback called when the task is successful
  126212. */
  126213. onSuccess: (task: ImageAssetTask) => void;
  126214. /**
  126215. * Callback called when the task is successful
  126216. */
  126217. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126218. /**
  126219. * Creates a new ImageAssetTask
  126220. * @param name defines the name of the task
  126221. * @param url defines the location of the image to load
  126222. */
  126223. constructor(
  126224. /**
  126225. * Defines the name of the task
  126226. */
  126227. name: string,
  126228. /**
  126229. * Defines the location of the image to load
  126230. */
  126231. url: string);
  126232. /**
  126233. * Execute the current task
  126234. * @param scene defines the scene where you want your assets to be loaded
  126235. * @param onSuccess is a callback called when the task is successfully executed
  126236. * @param onError is a callback called if an error occurs
  126237. */
  126238. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126239. }
  126240. /**
  126241. * Defines the interface used by texture loading tasks
  126242. */
  126243. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126244. /**
  126245. * Gets the loaded texture
  126246. */
  126247. texture: TEX;
  126248. }
  126249. /**
  126250. * Define a task used by AssetsManager to load 2D textures
  126251. */
  126252. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126253. /**
  126254. * Defines the name of the task
  126255. */
  126256. name: string;
  126257. /**
  126258. * Defines the location of the file to load
  126259. */
  126260. url: string;
  126261. /**
  126262. * Defines if mipmap should not be generated (default is false)
  126263. */
  126264. noMipmap?: boolean | undefined;
  126265. /**
  126266. * Defines if texture must be inverted on Y axis (default is false)
  126267. */
  126268. invertY?: boolean | undefined;
  126269. /**
  126270. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126271. */
  126272. samplingMode: number;
  126273. /**
  126274. * Gets the loaded texture
  126275. */
  126276. texture: Texture;
  126277. /**
  126278. * Callback called when the task is successful
  126279. */
  126280. onSuccess: (task: TextureAssetTask) => void;
  126281. /**
  126282. * Callback called when the task is successful
  126283. */
  126284. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126285. /**
  126286. * Creates a new TextureAssetTask object
  126287. * @param name defines the name of the task
  126288. * @param url defines the location of the file to load
  126289. * @param noMipmap defines if mipmap should not be generated (default is false)
  126290. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126291. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126292. */
  126293. constructor(
  126294. /**
  126295. * Defines the name of the task
  126296. */
  126297. name: string,
  126298. /**
  126299. * Defines the location of the file to load
  126300. */
  126301. url: string,
  126302. /**
  126303. * Defines if mipmap should not be generated (default is false)
  126304. */
  126305. noMipmap?: boolean | undefined,
  126306. /**
  126307. * Defines if texture must be inverted on Y axis (default is false)
  126308. */
  126309. invertY?: boolean | undefined,
  126310. /**
  126311. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126312. */
  126313. samplingMode?: number);
  126314. /**
  126315. * Execute the current task
  126316. * @param scene defines the scene where you want your assets to be loaded
  126317. * @param onSuccess is a callback called when the task is successfully executed
  126318. * @param onError is a callback called if an error occurs
  126319. */
  126320. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126321. }
  126322. /**
  126323. * Define a task used by AssetsManager to load cube textures
  126324. */
  126325. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126326. /**
  126327. * Defines the name of the task
  126328. */
  126329. name: string;
  126330. /**
  126331. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126332. */
  126333. url: string;
  126334. /**
  126335. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126336. */
  126337. extensions?: string[] | undefined;
  126338. /**
  126339. * Defines if mipmaps should not be generated (default is false)
  126340. */
  126341. noMipmap?: boolean | undefined;
  126342. /**
  126343. * Defines the explicit list of files (undefined by default)
  126344. */
  126345. files?: string[] | undefined;
  126346. /**
  126347. * Gets the loaded texture
  126348. */
  126349. texture: CubeTexture;
  126350. /**
  126351. * Callback called when the task is successful
  126352. */
  126353. onSuccess: (task: CubeTextureAssetTask) => void;
  126354. /**
  126355. * Callback called when the task is successful
  126356. */
  126357. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126358. /**
  126359. * Creates a new CubeTextureAssetTask
  126360. * @param name defines the name of the task
  126361. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126362. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126363. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126364. * @param files defines the explicit list of files (undefined by default)
  126365. */
  126366. constructor(
  126367. /**
  126368. * Defines the name of the task
  126369. */
  126370. name: string,
  126371. /**
  126372. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126373. */
  126374. url: string,
  126375. /**
  126376. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126377. */
  126378. extensions?: string[] | undefined,
  126379. /**
  126380. * Defines if mipmaps should not be generated (default is false)
  126381. */
  126382. noMipmap?: boolean | undefined,
  126383. /**
  126384. * Defines the explicit list of files (undefined by default)
  126385. */
  126386. files?: string[] | undefined);
  126387. /**
  126388. * Execute the current task
  126389. * @param scene defines the scene where you want your assets to be loaded
  126390. * @param onSuccess is a callback called when the task is successfully executed
  126391. * @param onError is a callback called if an error occurs
  126392. */
  126393. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126394. }
  126395. /**
  126396. * Define a task used by AssetsManager to load HDR cube textures
  126397. */
  126398. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126399. /**
  126400. * Defines the name of the task
  126401. */
  126402. name: string;
  126403. /**
  126404. * Defines the location of the file to load
  126405. */
  126406. url: string;
  126407. /**
  126408. * Defines the desired size (the more it increases the longer the generation will be)
  126409. */
  126410. size: number;
  126411. /**
  126412. * Defines if mipmaps should not be generated (default is false)
  126413. */
  126414. noMipmap: boolean;
  126415. /**
  126416. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126417. */
  126418. generateHarmonics: boolean;
  126419. /**
  126420. * 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)
  126421. */
  126422. gammaSpace: boolean;
  126423. /**
  126424. * Internal Use Only
  126425. */
  126426. reserved: boolean;
  126427. /**
  126428. * Gets the loaded texture
  126429. */
  126430. texture: HDRCubeTexture;
  126431. /**
  126432. * Callback called when the task is successful
  126433. */
  126434. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126435. /**
  126436. * Callback called when the task is successful
  126437. */
  126438. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126439. /**
  126440. * Creates a new HDRCubeTextureAssetTask object
  126441. * @param name defines the name of the task
  126442. * @param url defines the location of the file to load
  126443. * @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.
  126444. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126445. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126446. * @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)
  126447. * @param reserved Internal use only
  126448. */
  126449. constructor(
  126450. /**
  126451. * Defines the name of the task
  126452. */
  126453. name: string,
  126454. /**
  126455. * Defines the location of the file to load
  126456. */
  126457. url: string,
  126458. /**
  126459. * Defines the desired size (the more it increases the longer the generation will be)
  126460. */
  126461. size: number,
  126462. /**
  126463. * Defines if mipmaps should not be generated (default is false)
  126464. */
  126465. noMipmap?: boolean,
  126466. /**
  126467. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126468. */
  126469. generateHarmonics?: boolean,
  126470. /**
  126471. * 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)
  126472. */
  126473. gammaSpace?: boolean,
  126474. /**
  126475. * Internal Use Only
  126476. */
  126477. reserved?: boolean);
  126478. /**
  126479. * Execute the current task
  126480. * @param scene defines the scene where you want your assets to be loaded
  126481. * @param onSuccess is a callback called when the task is successfully executed
  126482. * @param onError is a callback called if an error occurs
  126483. */
  126484. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126485. }
  126486. /**
  126487. * Define a task used by AssetsManager to load Equirectangular cube textures
  126488. */
  126489. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126490. /**
  126491. * Defines the name of the task
  126492. */
  126493. name: string;
  126494. /**
  126495. * Defines the location of the file to load
  126496. */
  126497. url: string;
  126498. /**
  126499. * Defines the desired size (the more it increases the longer the generation will be)
  126500. */
  126501. size: number;
  126502. /**
  126503. * Defines if mipmaps should not be generated (default is false)
  126504. */
  126505. noMipmap: boolean;
  126506. /**
  126507. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126508. * but the standard material would require them in Gamma space) (default is true)
  126509. */
  126510. gammaSpace: boolean;
  126511. /**
  126512. * Gets the loaded texture
  126513. */
  126514. texture: EquiRectangularCubeTexture;
  126515. /**
  126516. * Callback called when the task is successful
  126517. */
  126518. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126519. /**
  126520. * Callback called when the task is successful
  126521. */
  126522. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126523. /**
  126524. * Creates a new EquiRectangularCubeTextureAssetTask object
  126525. * @param name defines the name of the task
  126526. * @param url defines the location of the file to load
  126527. * @param size defines the desired size (the more it increases the longer the generation will be)
  126528. * If the size is omitted this implies you are using a preprocessed cubemap.
  126529. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126530. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126531. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126532. * (default is true)
  126533. */
  126534. constructor(
  126535. /**
  126536. * Defines the name of the task
  126537. */
  126538. name: string,
  126539. /**
  126540. * Defines the location of the file to load
  126541. */
  126542. url: string,
  126543. /**
  126544. * Defines the desired size (the more it increases the longer the generation will be)
  126545. */
  126546. size: number,
  126547. /**
  126548. * Defines if mipmaps should not be generated (default is false)
  126549. */
  126550. noMipmap?: boolean,
  126551. /**
  126552. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126553. * but the standard material would require them in Gamma space) (default is true)
  126554. */
  126555. gammaSpace?: boolean);
  126556. /**
  126557. * Execute the current task
  126558. * @param scene defines the scene where you want your assets to be loaded
  126559. * @param onSuccess is a callback called when the task is successfully executed
  126560. * @param onError is a callback called if an error occurs
  126561. */
  126562. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126563. }
  126564. /**
  126565. * This class can be used to easily import assets into a scene
  126566. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126567. */
  126568. export class AssetsManager {
  126569. private _scene;
  126570. private _isLoading;
  126571. protected _tasks: AbstractAssetTask[];
  126572. protected _waitingTasksCount: number;
  126573. protected _totalTasksCount: number;
  126574. /**
  126575. * Callback called when all tasks are processed
  126576. */
  126577. onFinish: (tasks: AbstractAssetTask[]) => void;
  126578. /**
  126579. * Callback called when a task is successful
  126580. */
  126581. onTaskSuccess: (task: AbstractAssetTask) => void;
  126582. /**
  126583. * Callback called when a task had an error
  126584. */
  126585. onTaskError: (task: AbstractAssetTask) => void;
  126586. /**
  126587. * Callback called when a task is done (whatever the result is)
  126588. */
  126589. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126590. /**
  126591. * Observable called when all tasks are processed
  126592. */
  126593. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  126594. /**
  126595. * Observable called when a task had an error
  126596. */
  126597. onTaskErrorObservable: Observable<AbstractAssetTask>;
  126598. /**
  126599. * Observable called when all tasks were executed
  126600. */
  126601. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  126602. /**
  126603. * Observable called when a task is done (whatever the result is)
  126604. */
  126605. onProgressObservable: Observable<IAssetsProgressEvent>;
  126606. /**
  126607. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  126608. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  126609. */
  126610. useDefaultLoadingScreen: boolean;
  126611. /**
  126612. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  126613. * when all assets have been downloaded.
  126614. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  126615. */
  126616. autoHideLoadingUI: boolean;
  126617. /**
  126618. * Creates a new AssetsManager
  126619. * @param scene defines the scene to work on
  126620. */
  126621. constructor(scene: Scene);
  126622. /**
  126623. * Add a MeshAssetTask to the list of active tasks
  126624. * @param taskName defines the name of the new task
  126625. * @param meshesNames defines the name of meshes to load
  126626. * @param rootUrl defines the root url to use to locate files
  126627. * @param sceneFilename defines the filename of the scene file
  126628. * @returns a new MeshAssetTask object
  126629. */
  126630. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  126631. /**
  126632. * Add a TextFileAssetTask to the list of active tasks
  126633. * @param taskName defines the name of the new task
  126634. * @param url defines the url of the file to load
  126635. * @returns a new TextFileAssetTask object
  126636. */
  126637. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  126638. /**
  126639. * Add a BinaryFileAssetTask to the list of active tasks
  126640. * @param taskName defines the name of the new task
  126641. * @param url defines the url of the file to load
  126642. * @returns a new BinaryFileAssetTask object
  126643. */
  126644. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  126645. /**
  126646. * Add a ImageAssetTask to the list of active tasks
  126647. * @param taskName defines the name of the new task
  126648. * @param url defines the url of the file to load
  126649. * @returns a new ImageAssetTask object
  126650. */
  126651. addImageTask(taskName: string, url: string): ImageAssetTask;
  126652. /**
  126653. * Add a TextureAssetTask to the list of active tasks
  126654. * @param taskName defines the name of the new task
  126655. * @param url defines the url of the file to load
  126656. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126657. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  126658. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  126659. * @returns a new TextureAssetTask object
  126660. */
  126661. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  126662. /**
  126663. * Add a CubeTextureAssetTask to the list of active tasks
  126664. * @param taskName defines the name of the new task
  126665. * @param url defines the url of the file to load
  126666. * @param extensions defines the extension to use to load the cube map (can be null)
  126667. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126668. * @param files defines the list of files to load (can be null)
  126669. * @returns a new CubeTextureAssetTask object
  126670. */
  126671. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  126672. /**
  126673. *
  126674. * Add a HDRCubeTextureAssetTask to the list of active tasks
  126675. * @param taskName defines the name of the new task
  126676. * @param url defines the url of the file to load
  126677. * @param size defines the size you want for the cubemap (can be null)
  126678. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126679. * @param generateHarmonics defines if you want to automatically generate (true by default)
  126680. * @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)
  126681. * @param reserved Internal use only
  126682. * @returns a new HDRCubeTextureAssetTask object
  126683. */
  126684. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  126685. /**
  126686. *
  126687. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  126688. * @param taskName defines the name of the new task
  126689. * @param url defines the url of the file to load
  126690. * @param size defines the size you want for the cubemap (can be null)
  126691. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126692. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  126693. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  126694. * @returns a new EquiRectangularCubeTextureAssetTask object
  126695. */
  126696. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  126697. /**
  126698. * Remove a task from the assets manager.
  126699. * @param task the task to remove
  126700. */
  126701. removeTask(task: AbstractAssetTask): void;
  126702. private _decreaseWaitingTasksCount;
  126703. private _runTask;
  126704. /**
  126705. * Reset the AssetsManager and remove all tasks
  126706. * @return the current instance of the AssetsManager
  126707. */
  126708. reset(): AssetsManager;
  126709. /**
  126710. * Start the loading process
  126711. * @return the current instance of the AssetsManager
  126712. */
  126713. load(): AssetsManager;
  126714. /**
  126715. * Start the loading process as an async operation
  126716. * @return a promise returning the list of failed tasks
  126717. */
  126718. loadAsync(): Promise<void>;
  126719. }
  126720. }
  126721. declare module BABYLON {
  126722. /**
  126723. * Wrapper class for promise with external resolve and reject.
  126724. */
  126725. export class Deferred<T> {
  126726. /**
  126727. * The promise associated with this deferred object.
  126728. */
  126729. readonly promise: Promise<T>;
  126730. private _resolve;
  126731. private _reject;
  126732. /**
  126733. * The resolve method of the promise associated with this deferred object.
  126734. */
  126735. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  126736. /**
  126737. * The reject method of the promise associated with this deferred object.
  126738. */
  126739. readonly reject: (reason?: any) => void;
  126740. /**
  126741. * Constructor for this deferred object.
  126742. */
  126743. constructor();
  126744. }
  126745. }
  126746. declare module BABYLON {
  126747. /**
  126748. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  126749. */
  126750. export class MeshExploder {
  126751. private _centerMesh;
  126752. private _meshes;
  126753. private _meshesOrigins;
  126754. private _toCenterVectors;
  126755. private _scaledDirection;
  126756. private _newPosition;
  126757. private _centerPosition;
  126758. /**
  126759. * Explodes meshes from a center mesh.
  126760. * @param meshes The meshes to explode.
  126761. * @param centerMesh The mesh to be center of explosion.
  126762. */
  126763. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  126764. private _setCenterMesh;
  126765. /**
  126766. * Get class name
  126767. * @returns "MeshExploder"
  126768. */
  126769. getClassName(): string;
  126770. /**
  126771. * "Exploded meshes"
  126772. * @returns Array of meshes with the centerMesh at index 0.
  126773. */
  126774. getMeshes(): Array<Mesh>;
  126775. /**
  126776. * Explodes meshes giving a specific direction
  126777. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  126778. */
  126779. explode(direction?: number): void;
  126780. }
  126781. }
  126782. declare module BABYLON {
  126783. /**
  126784. * Class used to help managing file picking and drag'n'drop
  126785. */
  126786. export class FilesInput {
  126787. /**
  126788. * List of files ready to be loaded
  126789. */
  126790. static readonly FilesToLoad: {
  126791. [key: string]: File;
  126792. };
  126793. /**
  126794. * Callback called when a file is processed
  126795. */
  126796. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  126797. private _engine;
  126798. private _currentScene;
  126799. private _sceneLoadedCallback;
  126800. private _progressCallback;
  126801. private _additionalRenderLoopLogicCallback;
  126802. private _textureLoadingCallback;
  126803. private _startingProcessingFilesCallback;
  126804. private _onReloadCallback;
  126805. private _errorCallback;
  126806. private _elementToMonitor;
  126807. private _sceneFileToLoad;
  126808. private _filesToLoad;
  126809. /**
  126810. * Creates a new FilesInput
  126811. * @param engine defines the rendering engine
  126812. * @param scene defines the hosting scene
  126813. * @param sceneLoadedCallback callback called when scene is loaded
  126814. * @param progressCallback callback called to track progress
  126815. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  126816. * @param textureLoadingCallback callback called when a texture is loading
  126817. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  126818. * @param onReloadCallback callback called when a reload is requested
  126819. * @param errorCallback callback call if an error occurs
  126820. */
  126821. 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);
  126822. private _dragEnterHandler;
  126823. private _dragOverHandler;
  126824. private _dropHandler;
  126825. /**
  126826. * Calls this function to listen to drag'n'drop events on a specific DOM element
  126827. * @param elementToMonitor defines the DOM element to track
  126828. */
  126829. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  126830. /**
  126831. * Release all associated resources
  126832. */
  126833. dispose(): void;
  126834. private renderFunction;
  126835. private drag;
  126836. private drop;
  126837. private _traverseFolder;
  126838. private _processFiles;
  126839. /**
  126840. * Load files from a drop event
  126841. * @param event defines the drop event to use as source
  126842. */
  126843. loadFiles(event: any): void;
  126844. private _processReload;
  126845. /**
  126846. * Reload the current scene from the loaded files
  126847. */
  126848. reload(): void;
  126849. }
  126850. }
  126851. declare module BABYLON {
  126852. /**
  126853. * Defines the root class used to create scene optimization to use with SceneOptimizer
  126854. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126855. */
  126856. export class SceneOptimization {
  126857. /**
  126858. * Defines the priority of this optimization (0 by default which means first in the list)
  126859. */
  126860. priority: number;
  126861. /**
  126862. * Gets a string describing the action executed by the current optimization
  126863. * @returns description string
  126864. */
  126865. getDescription(): string;
  126866. /**
  126867. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126868. * @param scene defines the current scene where to apply this optimization
  126869. * @param optimizer defines the current optimizer
  126870. * @returns true if everything that can be done was applied
  126871. */
  126872. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126873. /**
  126874. * Creates the SceneOptimization object
  126875. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126876. * @param desc defines the description associated with the optimization
  126877. */
  126878. constructor(
  126879. /**
  126880. * Defines the priority of this optimization (0 by default which means first in the list)
  126881. */
  126882. priority?: number);
  126883. }
  126884. /**
  126885. * Defines an optimization used to reduce the size of render target textures
  126886. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126887. */
  126888. export class TextureOptimization extends SceneOptimization {
  126889. /**
  126890. * Defines the priority of this optimization (0 by default which means first in the list)
  126891. */
  126892. priority: number;
  126893. /**
  126894. * 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
  126895. */
  126896. maximumSize: number;
  126897. /**
  126898. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126899. */
  126900. step: number;
  126901. /**
  126902. * Gets a string describing the action executed by the current optimization
  126903. * @returns description string
  126904. */
  126905. getDescription(): string;
  126906. /**
  126907. * Creates the TextureOptimization object
  126908. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126909. * @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
  126910. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126911. */
  126912. constructor(
  126913. /**
  126914. * Defines the priority of this optimization (0 by default which means first in the list)
  126915. */
  126916. priority?: number,
  126917. /**
  126918. * 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
  126919. */
  126920. maximumSize?: number,
  126921. /**
  126922. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126923. */
  126924. step?: number);
  126925. /**
  126926. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126927. * @param scene defines the current scene where to apply this optimization
  126928. * @param optimizer defines the current optimizer
  126929. * @returns true if everything that can be done was applied
  126930. */
  126931. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126932. }
  126933. /**
  126934. * Defines an optimization used to increase or decrease the rendering resolution
  126935. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126936. */
  126937. export class HardwareScalingOptimization extends SceneOptimization {
  126938. /**
  126939. * Defines the priority of this optimization (0 by default which means first in the list)
  126940. */
  126941. priority: number;
  126942. /**
  126943. * Defines the maximum scale to use (2 by default)
  126944. */
  126945. maximumScale: number;
  126946. /**
  126947. * Defines the step to use between two passes (0.5 by default)
  126948. */
  126949. step: number;
  126950. private _currentScale;
  126951. private _directionOffset;
  126952. /**
  126953. * Gets a string describing the action executed by the current optimization
  126954. * @return description string
  126955. */
  126956. getDescription(): string;
  126957. /**
  126958. * Creates the HardwareScalingOptimization object
  126959. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126960. * @param maximumScale defines the maximum scale to use (2 by default)
  126961. * @param step defines the step to use between two passes (0.5 by default)
  126962. */
  126963. constructor(
  126964. /**
  126965. * Defines the priority of this optimization (0 by default which means first in the list)
  126966. */
  126967. priority?: number,
  126968. /**
  126969. * Defines the maximum scale to use (2 by default)
  126970. */
  126971. maximumScale?: number,
  126972. /**
  126973. * Defines the step to use between two passes (0.5 by default)
  126974. */
  126975. step?: number);
  126976. /**
  126977. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126978. * @param scene defines the current scene where to apply this optimization
  126979. * @param optimizer defines the current optimizer
  126980. * @returns true if everything that can be done was applied
  126981. */
  126982. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126983. }
  126984. /**
  126985. * Defines an optimization used to remove shadows
  126986. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126987. */
  126988. export class ShadowsOptimization extends SceneOptimization {
  126989. /**
  126990. * Gets a string describing the action executed by the current optimization
  126991. * @return description string
  126992. */
  126993. getDescription(): string;
  126994. /**
  126995. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126996. * @param scene defines the current scene where to apply this optimization
  126997. * @param optimizer defines the current optimizer
  126998. * @returns true if everything that can be done was applied
  126999. */
  127000. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127001. }
  127002. /**
  127003. * Defines an optimization used to turn post-processes off
  127004. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127005. */
  127006. export class PostProcessesOptimization extends SceneOptimization {
  127007. /**
  127008. * Gets a string describing the action executed by the current optimization
  127009. * @return description string
  127010. */
  127011. getDescription(): string;
  127012. /**
  127013. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127014. * @param scene defines the current scene where to apply this optimization
  127015. * @param optimizer defines the current optimizer
  127016. * @returns true if everything that can be done was applied
  127017. */
  127018. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127019. }
  127020. /**
  127021. * Defines an optimization used to turn lens flares off
  127022. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127023. */
  127024. export class LensFlaresOptimization extends SceneOptimization {
  127025. /**
  127026. * Gets a string describing the action executed by the current optimization
  127027. * @return description string
  127028. */
  127029. getDescription(): string;
  127030. /**
  127031. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127032. * @param scene defines the current scene where to apply this optimization
  127033. * @param optimizer defines the current optimizer
  127034. * @returns true if everything that can be done was applied
  127035. */
  127036. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127037. }
  127038. /**
  127039. * Defines an optimization based on user defined callback.
  127040. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127041. */
  127042. export class CustomOptimization extends SceneOptimization {
  127043. /**
  127044. * Callback called to apply the custom optimization.
  127045. */
  127046. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127047. /**
  127048. * Callback called to get custom description
  127049. */
  127050. onGetDescription: () => string;
  127051. /**
  127052. * Gets a string describing the action executed by the current optimization
  127053. * @returns description string
  127054. */
  127055. getDescription(): string;
  127056. /**
  127057. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127058. * @param scene defines the current scene where to apply this optimization
  127059. * @param optimizer defines the current optimizer
  127060. * @returns true if everything that can be done was applied
  127061. */
  127062. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127063. }
  127064. /**
  127065. * Defines an optimization used to turn particles off
  127066. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127067. */
  127068. export class ParticlesOptimization extends SceneOptimization {
  127069. /**
  127070. * Gets a string describing the action executed by the current optimization
  127071. * @return description string
  127072. */
  127073. getDescription(): string;
  127074. /**
  127075. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127076. * @param scene defines the current scene where to apply this optimization
  127077. * @param optimizer defines the current optimizer
  127078. * @returns true if everything that can be done was applied
  127079. */
  127080. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127081. }
  127082. /**
  127083. * Defines an optimization used to turn render targets off
  127084. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127085. */
  127086. export class RenderTargetsOptimization extends SceneOptimization {
  127087. /**
  127088. * Gets a string describing the action executed by the current optimization
  127089. * @return description string
  127090. */
  127091. getDescription(): string;
  127092. /**
  127093. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127094. * @param scene defines the current scene where to apply this optimization
  127095. * @param optimizer defines the current optimizer
  127096. * @returns true if everything that can be done was applied
  127097. */
  127098. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127099. }
  127100. /**
  127101. * Defines an optimization used to merge meshes with compatible materials
  127102. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127103. */
  127104. export class MergeMeshesOptimization extends SceneOptimization {
  127105. private static _UpdateSelectionTree;
  127106. /**
  127107. * Gets or sets a boolean which defines if optimization octree has to be updated
  127108. */
  127109. /**
  127110. * Gets or sets a boolean which defines if optimization octree has to be updated
  127111. */
  127112. static UpdateSelectionTree: boolean;
  127113. /**
  127114. * Gets a string describing the action executed by the current optimization
  127115. * @return description string
  127116. */
  127117. getDescription(): string;
  127118. private _canBeMerged;
  127119. /**
  127120. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127121. * @param scene defines the current scene where to apply this optimization
  127122. * @param optimizer defines the current optimizer
  127123. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127124. * @returns true if everything that can be done was applied
  127125. */
  127126. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127127. }
  127128. /**
  127129. * Defines a list of options used by SceneOptimizer
  127130. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127131. */
  127132. export class SceneOptimizerOptions {
  127133. /**
  127134. * Defines the target frame rate to reach (60 by default)
  127135. */
  127136. targetFrameRate: number;
  127137. /**
  127138. * Defines the interval between two checkes (2000ms by default)
  127139. */
  127140. trackerDuration: number;
  127141. /**
  127142. * Gets the list of optimizations to apply
  127143. */
  127144. optimizations: SceneOptimization[];
  127145. /**
  127146. * Creates a new list of options used by SceneOptimizer
  127147. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127148. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127149. */
  127150. constructor(
  127151. /**
  127152. * Defines the target frame rate to reach (60 by default)
  127153. */
  127154. targetFrameRate?: number,
  127155. /**
  127156. * Defines the interval between two checkes (2000ms by default)
  127157. */
  127158. trackerDuration?: number);
  127159. /**
  127160. * Add a new optimization
  127161. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127162. * @returns the current SceneOptimizerOptions
  127163. */
  127164. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127165. /**
  127166. * Add a new custom optimization
  127167. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127168. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127169. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127170. * @returns the current SceneOptimizerOptions
  127171. */
  127172. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127173. /**
  127174. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127175. * @param targetFrameRate defines the target frame rate (60 by default)
  127176. * @returns a SceneOptimizerOptions object
  127177. */
  127178. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127179. /**
  127180. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127181. * @param targetFrameRate defines the target frame rate (60 by default)
  127182. * @returns a SceneOptimizerOptions object
  127183. */
  127184. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127185. /**
  127186. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127187. * @param targetFrameRate defines the target frame rate (60 by default)
  127188. * @returns a SceneOptimizerOptions object
  127189. */
  127190. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127191. }
  127192. /**
  127193. * Class used to run optimizations in order to reach a target frame rate
  127194. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127195. */
  127196. export class SceneOptimizer implements IDisposable {
  127197. private _isRunning;
  127198. private _options;
  127199. private _scene;
  127200. private _currentPriorityLevel;
  127201. private _targetFrameRate;
  127202. private _trackerDuration;
  127203. private _currentFrameRate;
  127204. private _sceneDisposeObserver;
  127205. private _improvementMode;
  127206. /**
  127207. * Defines an observable called when the optimizer reaches the target frame rate
  127208. */
  127209. onSuccessObservable: Observable<SceneOptimizer>;
  127210. /**
  127211. * Defines an observable called when the optimizer enables an optimization
  127212. */
  127213. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127214. /**
  127215. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127216. */
  127217. onFailureObservable: Observable<SceneOptimizer>;
  127218. /**
  127219. * Gets a boolean indicating if the optimizer is in improvement mode
  127220. */
  127221. readonly isInImprovementMode: boolean;
  127222. /**
  127223. * Gets the current priority level (0 at start)
  127224. */
  127225. readonly currentPriorityLevel: number;
  127226. /**
  127227. * Gets the current frame rate checked by the SceneOptimizer
  127228. */
  127229. readonly currentFrameRate: number;
  127230. /**
  127231. * Gets or sets the current target frame rate (60 by default)
  127232. */
  127233. /**
  127234. * Gets or sets the current target frame rate (60 by default)
  127235. */
  127236. targetFrameRate: number;
  127237. /**
  127238. * Gets or sets the current interval between two checks (every 2000ms by default)
  127239. */
  127240. /**
  127241. * Gets or sets the current interval between two checks (every 2000ms by default)
  127242. */
  127243. trackerDuration: number;
  127244. /**
  127245. * Gets the list of active optimizations
  127246. */
  127247. readonly optimizations: SceneOptimization[];
  127248. /**
  127249. * Creates a new SceneOptimizer
  127250. * @param scene defines the scene to work on
  127251. * @param options defines the options to use with the SceneOptimizer
  127252. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127253. * @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)
  127254. */
  127255. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127256. /**
  127257. * Stops the current optimizer
  127258. */
  127259. stop(): void;
  127260. /**
  127261. * Reset the optimizer to initial step (current priority level = 0)
  127262. */
  127263. reset(): void;
  127264. /**
  127265. * Start the optimizer. By default it will try to reach a specific framerate
  127266. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127267. */
  127268. start(): void;
  127269. private _checkCurrentState;
  127270. /**
  127271. * Release all resources
  127272. */
  127273. dispose(): void;
  127274. /**
  127275. * Helper function to create a SceneOptimizer with one single line of code
  127276. * @param scene defines the scene to work on
  127277. * @param options defines the options to use with the SceneOptimizer
  127278. * @param onSuccess defines a callback to call on success
  127279. * @param onFailure defines a callback to call on failure
  127280. * @returns the new SceneOptimizer object
  127281. */
  127282. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127283. }
  127284. }
  127285. declare module BABYLON {
  127286. /**
  127287. * Class used to serialize a scene into a string
  127288. */
  127289. export class SceneSerializer {
  127290. /**
  127291. * Clear cache used by a previous serialization
  127292. */
  127293. static ClearCache(): void;
  127294. /**
  127295. * Serialize a scene into a JSON compatible object
  127296. * @param scene defines the scene to serialize
  127297. * @returns a JSON compatible object
  127298. */
  127299. static Serialize(scene: Scene): any;
  127300. /**
  127301. * Serialize a mesh into a JSON compatible object
  127302. * @param toSerialize defines the mesh to serialize
  127303. * @param withParents defines if parents must be serialized as well
  127304. * @param withChildren defines if children must be serialized as well
  127305. * @returns a JSON compatible object
  127306. */
  127307. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127308. }
  127309. }
  127310. declare module BABYLON {
  127311. /**
  127312. * Class used to host texture specific utilities
  127313. */
  127314. export class TextureTools {
  127315. /**
  127316. * Uses the GPU to create a copy texture rescaled at a given size
  127317. * @param texture Texture to copy from
  127318. * @param width defines the desired width
  127319. * @param height defines the desired height
  127320. * @param useBilinearMode defines if bilinear mode has to be used
  127321. * @return the generated texture
  127322. */
  127323. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127324. }
  127325. }
  127326. declare module BABYLON {
  127327. /**
  127328. * This represents the different options available for the video capture.
  127329. */
  127330. export interface VideoRecorderOptions {
  127331. /** Defines the mime type of the video. */
  127332. mimeType: string;
  127333. /** Defines the FPS the video should be recorded at. */
  127334. fps: number;
  127335. /** Defines the chunk size for the recording data. */
  127336. recordChunckSize: number;
  127337. /** The audio tracks to attach to the recording. */
  127338. audioTracks?: MediaStreamTrack[];
  127339. }
  127340. /**
  127341. * This can help with recording videos from BabylonJS.
  127342. * This is based on the available WebRTC functionalities of the browser.
  127343. *
  127344. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127345. */
  127346. export class VideoRecorder {
  127347. private static readonly _defaultOptions;
  127348. /**
  127349. * Returns whether or not the VideoRecorder is available in your browser.
  127350. * @param engine Defines the Babylon Engine.
  127351. * @returns true if supported otherwise false.
  127352. */
  127353. static IsSupported(engine: Engine): boolean;
  127354. private readonly _options;
  127355. private _canvas;
  127356. private _mediaRecorder;
  127357. private _recordedChunks;
  127358. private _fileName;
  127359. private _resolve;
  127360. private _reject;
  127361. /**
  127362. * True when a recording is already in progress.
  127363. */
  127364. readonly isRecording: boolean;
  127365. /**
  127366. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127367. * @param engine Defines the BabylonJS Engine you wish to record.
  127368. * @param options Defines options that can be used to customize the capture.
  127369. */
  127370. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127371. /**
  127372. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127373. */
  127374. stopRecording(): void;
  127375. /**
  127376. * Starts recording the canvas for a max duration specified in parameters.
  127377. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127378. * If null no automatic download will start and you can rely on the promise to get the data back.
  127379. * @param maxDuration Defines the maximum recording time in seconds.
  127380. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127381. * @return A promise callback at the end of the recording with the video data in Blob.
  127382. */
  127383. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127384. /**
  127385. * Releases internal resources used during the recording.
  127386. */
  127387. dispose(): void;
  127388. private _handleDataAvailable;
  127389. private _handleError;
  127390. private _handleStop;
  127391. }
  127392. }
  127393. declare module BABYLON {
  127394. /**
  127395. * Class containing a set of static utilities functions for screenshots
  127396. */
  127397. export class ScreenshotTools {
  127398. /**
  127399. * Captures a screenshot of the current rendering
  127400. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127401. * @param engine defines the rendering engine
  127402. * @param camera defines the source camera
  127403. * @param size This parameter can be set to a single number or to an object with the
  127404. * following (optional) properties: precision, width, height. If a single number is passed,
  127405. * it will be used for both width and height. If an object is passed, the screenshot size
  127406. * will be derived from the parameters. The precision property is a multiplier allowing
  127407. * rendering at a higher or lower resolution
  127408. * @param successCallback defines the callback receives a single parameter which contains the
  127409. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127410. * src parameter of an <img> to display it
  127411. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127412. * Check your browser for supported MIME types
  127413. */
  127414. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127415. /**
  127416. * Captures a screenshot of the current rendering
  127417. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127418. * @param engine defines the rendering engine
  127419. * @param camera defines the source camera
  127420. * @param size This parameter can be set to a single number or to an object with the
  127421. * following (optional) properties: precision, width, height. If a single number is passed,
  127422. * it will be used for both width and height. If an object is passed, the screenshot size
  127423. * will be derived from the parameters. The precision property is a multiplier allowing
  127424. * rendering at a higher or lower resolution
  127425. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127426. * Check your browser for supported MIME types
  127427. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127428. * to the src parameter of an <img> to display it
  127429. */
  127430. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127431. /**
  127432. * Generates an image screenshot from the specified camera.
  127433. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127434. * @param engine The engine to use for rendering
  127435. * @param camera The camera to use for rendering
  127436. * @param size This parameter can be set to a single number or to an object with the
  127437. * following (optional) properties: precision, width, height. If a single number is passed,
  127438. * it will be used for both width and height. If an object is passed, the screenshot size
  127439. * will be derived from the parameters. The precision property is a multiplier allowing
  127440. * rendering at a higher or lower resolution
  127441. * @param successCallback The callback receives a single parameter which contains the
  127442. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127443. * src parameter of an <img> to display it
  127444. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127445. * Check your browser for supported MIME types
  127446. * @param samples Texture samples (default: 1)
  127447. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127448. * @param fileName A name for for the downloaded file.
  127449. */
  127450. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127451. /**
  127452. * Generates an image screenshot from the specified camera.
  127453. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127454. * @param engine The engine to use for rendering
  127455. * @param camera The camera to use for rendering
  127456. * @param size This parameter can be set to a single number or to an object with the
  127457. * following (optional) properties: precision, width, height. If a single number is passed,
  127458. * it will be used for both width and height. If an object is passed, the screenshot size
  127459. * will be derived from the parameters. The precision property is a multiplier allowing
  127460. * rendering at a higher or lower resolution
  127461. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127462. * Check your browser for supported MIME types
  127463. * @param samples Texture samples (default: 1)
  127464. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127465. * @param fileName A name for for the downloaded file.
  127466. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127467. * to the src parameter of an <img> to display it
  127468. */
  127469. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127470. /**
  127471. * Gets height and width for screenshot size
  127472. * @private
  127473. */
  127474. private static _getScreenshotSize;
  127475. }
  127476. }
  127477. declare module BABYLON {
  127478. /**
  127479. * A cursor which tracks a point on a path
  127480. */
  127481. export class PathCursor {
  127482. private path;
  127483. /**
  127484. * Stores path cursor callbacks for when an onchange event is triggered
  127485. */
  127486. private _onchange;
  127487. /**
  127488. * The value of the path cursor
  127489. */
  127490. value: number;
  127491. /**
  127492. * The animation array of the path cursor
  127493. */
  127494. animations: Animation[];
  127495. /**
  127496. * Initializes the path cursor
  127497. * @param path The path to track
  127498. */
  127499. constructor(path: Path2);
  127500. /**
  127501. * Gets the cursor point on the path
  127502. * @returns A point on the path cursor at the cursor location
  127503. */
  127504. getPoint(): Vector3;
  127505. /**
  127506. * Moves the cursor ahead by the step amount
  127507. * @param step The amount to move the cursor forward
  127508. * @returns This path cursor
  127509. */
  127510. moveAhead(step?: number): PathCursor;
  127511. /**
  127512. * Moves the cursor behind by the step amount
  127513. * @param step The amount to move the cursor back
  127514. * @returns This path cursor
  127515. */
  127516. moveBack(step?: number): PathCursor;
  127517. /**
  127518. * Moves the cursor by the step amount
  127519. * If the step amount is greater than one, an exception is thrown
  127520. * @param step The amount to move the cursor
  127521. * @returns This path cursor
  127522. */
  127523. move(step: number): PathCursor;
  127524. /**
  127525. * Ensures that the value is limited between zero and one
  127526. * @returns This path cursor
  127527. */
  127528. private ensureLimits;
  127529. /**
  127530. * Runs onchange callbacks on change (used by the animation engine)
  127531. * @returns This path cursor
  127532. */
  127533. private raiseOnChange;
  127534. /**
  127535. * Executes a function on change
  127536. * @param f A path cursor onchange callback
  127537. * @returns This path cursor
  127538. */
  127539. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127540. }
  127541. }
  127542. declare module BABYLON {
  127543. /** @hidden */
  127544. export var blurPixelShader: {
  127545. name: string;
  127546. shader: string;
  127547. };
  127548. }
  127549. declare module BABYLON {
  127550. /** @hidden */
  127551. export var pointCloudVertexDeclaration: {
  127552. name: string;
  127553. shader: string;
  127554. };
  127555. }
  127556. // Mixins
  127557. interface Window {
  127558. mozIndexedDB: IDBFactory;
  127559. webkitIndexedDB: IDBFactory;
  127560. msIndexedDB: IDBFactory;
  127561. webkitURL: typeof URL;
  127562. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127563. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127564. WebGLRenderingContext: WebGLRenderingContext;
  127565. MSGesture: MSGesture;
  127566. CANNON: any;
  127567. AudioContext: AudioContext;
  127568. webkitAudioContext: AudioContext;
  127569. PointerEvent: any;
  127570. Math: Math;
  127571. Uint8Array: Uint8ArrayConstructor;
  127572. Float32Array: Float32ArrayConstructor;
  127573. mozURL: typeof URL;
  127574. msURL: typeof URL;
  127575. VRFrameData: any; // WebVR, from specs 1.1
  127576. DracoDecoderModule: any;
  127577. setImmediate(handler: (...args: any[]) => void): number;
  127578. }
  127579. interface HTMLCanvasElement {
  127580. requestPointerLock(): void;
  127581. msRequestPointerLock?(): void;
  127582. mozRequestPointerLock?(): void;
  127583. webkitRequestPointerLock?(): void;
  127584. /** Track wether a record is in progress */
  127585. isRecording: boolean;
  127586. /** Capture Stream method defined by some browsers */
  127587. captureStream(fps?: number): MediaStream;
  127588. }
  127589. interface CanvasRenderingContext2D {
  127590. msImageSmoothingEnabled: boolean;
  127591. }
  127592. interface MouseEvent {
  127593. mozMovementX: number;
  127594. mozMovementY: number;
  127595. webkitMovementX: number;
  127596. webkitMovementY: number;
  127597. msMovementX: number;
  127598. msMovementY: number;
  127599. }
  127600. interface Navigator {
  127601. mozGetVRDevices: (any: any) => any;
  127602. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127603. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127604. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127605. webkitGetGamepads(): Gamepad[];
  127606. msGetGamepads(): Gamepad[];
  127607. webkitGamepads(): Gamepad[];
  127608. }
  127609. interface HTMLVideoElement {
  127610. mozSrcObject: any;
  127611. }
  127612. interface Math {
  127613. fround(x: number): number;
  127614. imul(a: number, b: number): number;
  127615. }
  127616. interface WebGLRenderingContext {
  127617. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  127618. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  127619. vertexAttribDivisor(index: number, divisor: number): void;
  127620. createVertexArray(): any;
  127621. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  127622. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  127623. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  127624. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  127625. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  127626. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  127627. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  127628. // Queries
  127629. createQuery(): WebGLQuery;
  127630. deleteQuery(query: WebGLQuery): void;
  127631. beginQuery(target: number, query: WebGLQuery): void;
  127632. endQuery(target: number): void;
  127633. getQueryParameter(query: WebGLQuery, pname: number): any;
  127634. getQuery(target: number, pname: number): any;
  127635. MAX_SAMPLES: number;
  127636. RGBA8: number;
  127637. READ_FRAMEBUFFER: number;
  127638. DRAW_FRAMEBUFFER: number;
  127639. UNIFORM_BUFFER: number;
  127640. HALF_FLOAT_OES: number;
  127641. RGBA16F: number;
  127642. RGBA32F: number;
  127643. R32F: number;
  127644. RG32F: number;
  127645. RGB32F: number;
  127646. R16F: number;
  127647. RG16F: number;
  127648. RGB16F: number;
  127649. RED: number;
  127650. RG: number;
  127651. R8: number;
  127652. RG8: number;
  127653. UNSIGNED_INT_24_8: number;
  127654. DEPTH24_STENCIL8: number;
  127655. /* Multiple Render Targets */
  127656. drawBuffers(buffers: number[]): void;
  127657. readBuffer(src: number): void;
  127658. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  127659. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  127660. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  127661. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  127662. // Occlusion Query
  127663. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  127664. ANY_SAMPLES_PASSED: number;
  127665. QUERY_RESULT_AVAILABLE: number;
  127666. QUERY_RESULT: number;
  127667. }
  127668. interface WebGLProgram {
  127669. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  127670. }
  127671. interface EXT_disjoint_timer_query {
  127672. QUERY_COUNTER_BITS_EXT: number;
  127673. TIME_ELAPSED_EXT: number;
  127674. TIMESTAMP_EXT: number;
  127675. GPU_DISJOINT_EXT: number;
  127676. QUERY_RESULT_EXT: number;
  127677. QUERY_RESULT_AVAILABLE_EXT: number;
  127678. queryCounterEXT(query: WebGLQuery, target: number): void;
  127679. createQueryEXT(): WebGLQuery;
  127680. beginQueryEXT(target: number, query: WebGLQuery): void;
  127681. endQueryEXT(target: number): void;
  127682. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  127683. deleteQueryEXT(query: WebGLQuery): void;
  127684. }
  127685. interface WebGLUniformLocation {
  127686. _currentState: any;
  127687. }
  127688. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  127689. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  127690. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  127691. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127692. interface WebGLRenderingContext {
  127693. readonly RASTERIZER_DISCARD: number;
  127694. readonly DEPTH_COMPONENT24: number;
  127695. readonly TEXTURE_3D: number;
  127696. readonly TEXTURE_2D_ARRAY: number;
  127697. readonly TEXTURE_COMPARE_FUNC: number;
  127698. readonly TEXTURE_COMPARE_MODE: number;
  127699. readonly COMPARE_REF_TO_TEXTURE: number;
  127700. readonly TEXTURE_WRAP_R: number;
  127701. readonly HALF_FLOAT: number;
  127702. readonly RGB8: number;
  127703. readonly RED_INTEGER: number;
  127704. readonly RG_INTEGER: number;
  127705. readonly RGB_INTEGER: number;
  127706. readonly RGBA_INTEGER: number;
  127707. readonly R8_SNORM: number;
  127708. readonly RG8_SNORM: number;
  127709. readonly RGB8_SNORM: number;
  127710. readonly RGBA8_SNORM: number;
  127711. readonly R8I: number;
  127712. readonly RG8I: number;
  127713. readonly RGB8I: number;
  127714. readonly RGBA8I: number;
  127715. readonly R8UI: number;
  127716. readonly RG8UI: number;
  127717. readonly RGB8UI: number;
  127718. readonly RGBA8UI: number;
  127719. readonly R16I: number;
  127720. readonly RG16I: number;
  127721. readonly RGB16I: number;
  127722. readonly RGBA16I: number;
  127723. readonly R16UI: number;
  127724. readonly RG16UI: number;
  127725. readonly RGB16UI: number;
  127726. readonly RGBA16UI: number;
  127727. readonly R32I: number;
  127728. readonly RG32I: number;
  127729. readonly RGB32I: number;
  127730. readonly RGBA32I: number;
  127731. readonly R32UI: number;
  127732. readonly RG32UI: number;
  127733. readonly RGB32UI: number;
  127734. readonly RGBA32UI: number;
  127735. readonly RGB10_A2UI: number;
  127736. readonly R11F_G11F_B10F: number;
  127737. readonly RGB9_E5: number;
  127738. readonly RGB10_A2: number;
  127739. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  127740. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  127741. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  127742. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  127743. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  127744. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  127745. 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;
  127746. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  127747. readonly TRANSFORM_FEEDBACK: number;
  127748. readonly INTERLEAVED_ATTRIBS: number;
  127749. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  127750. createTransformFeedback(): WebGLTransformFeedback;
  127751. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  127752. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  127753. beginTransformFeedback(primitiveMode: number): void;
  127754. endTransformFeedback(): void;
  127755. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  127756. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127757. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127758. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127759. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  127760. }
  127761. interface ImageBitmap {
  127762. readonly width: number;
  127763. readonly height: number;
  127764. close(): void;
  127765. }
  127766. interface WebGLQuery extends WebGLObject {
  127767. }
  127768. declare var WebGLQuery: {
  127769. prototype: WebGLQuery;
  127770. new(): WebGLQuery;
  127771. };
  127772. interface WebGLSampler extends WebGLObject {
  127773. }
  127774. declare var WebGLSampler: {
  127775. prototype: WebGLSampler;
  127776. new(): WebGLSampler;
  127777. };
  127778. interface WebGLSync extends WebGLObject {
  127779. }
  127780. declare var WebGLSync: {
  127781. prototype: WebGLSync;
  127782. new(): WebGLSync;
  127783. };
  127784. interface WebGLTransformFeedback extends WebGLObject {
  127785. }
  127786. declare var WebGLTransformFeedback: {
  127787. prototype: WebGLTransformFeedback;
  127788. new(): WebGLTransformFeedback;
  127789. };
  127790. interface WebGLVertexArrayObject extends WebGLObject {
  127791. }
  127792. declare var WebGLVertexArrayObject: {
  127793. prototype: WebGLVertexArrayObject;
  127794. new(): WebGLVertexArrayObject;
  127795. };
  127796. // Type definitions for WebVR API
  127797. // Project: https://w3c.github.io/webvr/
  127798. // Definitions by: six a <https://github.com/lostfictions>
  127799. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127800. interface VRDisplay extends EventTarget {
  127801. /**
  127802. * Dictionary of capabilities describing the VRDisplay.
  127803. */
  127804. readonly capabilities: VRDisplayCapabilities;
  127805. /**
  127806. * z-depth defining the far plane of the eye view frustum
  127807. * enables mapping of values in the render target depth
  127808. * attachment to scene coordinates. Initially set to 10000.0.
  127809. */
  127810. depthFar: number;
  127811. /**
  127812. * z-depth defining the near plane of the eye view frustum
  127813. * enables mapping of values in the render target depth
  127814. * attachment to scene coordinates. Initially set to 0.01.
  127815. */
  127816. depthNear: number;
  127817. /**
  127818. * An identifier for this distinct VRDisplay. Used as an
  127819. * association point in the Gamepad API.
  127820. */
  127821. readonly displayId: number;
  127822. /**
  127823. * A display name, a user-readable name identifying it.
  127824. */
  127825. readonly displayName: string;
  127826. readonly isConnected: boolean;
  127827. readonly isPresenting: boolean;
  127828. /**
  127829. * If this VRDisplay supports room-scale experiences, the optional
  127830. * stage attribute contains details on the room-scale parameters.
  127831. */
  127832. readonly stageParameters: VRStageParameters | null;
  127833. /**
  127834. * Passing the value returned by `requestAnimationFrame` to
  127835. * `cancelAnimationFrame` will unregister the callback.
  127836. * @param handle Define the hanle of the request to cancel
  127837. */
  127838. cancelAnimationFrame(handle: number): void;
  127839. /**
  127840. * Stops presenting to the VRDisplay.
  127841. * @returns a promise to know when it stopped
  127842. */
  127843. exitPresent(): Promise<void>;
  127844. /**
  127845. * Return the current VREyeParameters for the given eye.
  127846. * @param whichEye Define the eye we want the parameter for
  127847. * @returns the eye parameters
  127848. */
  127849. getEyeParameters(whichEye: string): VREyeParameters;
  127850. /**
  127851. * Populates the passed VRFrameData with the information required to render
  127852. * the current frame.
  127853. * @param frameData Define the data structure to populate
  127854. * @returns true if ok otherwise false
  127855. */
  127856. getFrameData(frameData: VRFrameData): boolean;
  127857. /**
  127858. * Get the layers currently being presented.
  127859. * @returns the list of VR layers
  127860. */
  127861. getLayers(): VRLayer[];
  127862. /**
  127863. * Return a VRPose containing the future predicted pose of the VRDisplay
  127864. * when the current frame will be presented. The value returned will not
  127865. * change until JavaScript has returned control to the browser.
  127866. *
  127867. * The VRPose will contain the position, orientation, velocity,
  127868. * and acceleration of each of these properties.
  127869. * @returns the pose object
  127870. */
  127871. getPose(): VRPose;
  127872. /**
  127873. * Return the current instantaneous pose of the VRDisplay, with no
  127874. * prediction applied.
  127875. * @returns the current instantaneous pose
  127876. */
  127877. getImmediatePose(): VRPose;
  127878. /**
  127879. * The callback passed to `requestAnimationFrame` will be called
  127880. * any time a new frame should be rendered. When the VRDisplay is
  127881. * presenting the callback will be called at the native refresh
  127882. * rate of the HMD. When not presenting this function acts
  127883. * identically to how window.requestAnimationFrame acts. Content should
  127884. * make no assumptions of frame rate or vsync behavior as the HMD runs
  127885. * asynchronously from other displays and at differing refresh rates.
  127886. * @param callback Define the eaction to run next frame
  127887. * @returns the request handle it
  127888. */
  127889. requestAnimationFrame(callback: FrameRequestCallback): number;
  127890. /**
  127891. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  127892. * Repeat calls while already presenting will update the VRLayers being displayed.
  127893. * @param layers Define the list of layer to present
  127894. * @returns a promise to know when the request has been fulfilled
  127895. */
  127896. requestPresent(layers: VRLayer[]): Promise<void>;
  127897. /**
  127898. * Reset the pose for this display, treating its current position and
  127899. * orientation as the "origin/zero" values. VRPose.position,
  127900. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  127901. * updated when calling resetPose(). This should be called in only
  127902. * sitting-space experiences.
  127903. */
  127904. resetPose(): void;
  127905. /**
  127906. * The VRLayer provided to the VRDisplay will be captured and presented
  127907. * in the HMD. Calling this function has the same effect on the source
  127908. * canvas as any other operation that uses its source image, and canvases
  127909. * created without preserveDrawingBuffer set to true will be cleared.
  127910. * @param pose Define the pose to submit
  127911. */
  127912. submitFrame(pose?: VRPose): void;
  127913. }
  127914. declare var VRDisplay: {
  127915. prototype: VRDisplay;
  127916. new(): VRDisplay;
  127917. };
  127918. interface VRLayer {
  127919. leftBounds?: number[] | Float32Array | null;
  127920. rightBounds?: number[] | Float32Array | null;
  127921. source?: HTMLCanvasElement | null;
  127922. }
  127923. interface VRDisplayCapabilities {
  127924. readonly canPresent: boolean;
  127925. readonly hasExternalDisplay: boolean;
  127926. readonly hasOrientation: boolean;
  127927. readonly hasPosition: boolean;
  127928. readonly maxLayers: number;
  127929. }
  127930. interface VREyeParameters {
  127931. /** @deprecated */
  127932. readonly fieldOfView: VRFieldOfView;
  127933. readonly offset: Float32Array;
  127934. readonly renderHeight: number;
  127935. readonly renderWidth: number;
  127936. }
  127937. interface VRFieldOfView {
  127938. readonly downDegrees: number;
  127939. readonly leftDegrees: number;
  127940. readonly rightDegrees: number;
  127941. readonly upDegrees: number;
  127942. }
  127943. interface VRFrameData {
  127944. readonly leftProjectionMatrix: Float32Array;
  127945. readonly leftViewMatrix: Float32Array;
  127946. readonly pose: VRPose;
  127947. readonly rightProjectionMatrix: Float32Array;
  127948. readonly rightViewMatrix: Float32Array;
  127949. readonly timestamp: number;
  127950. }
  127951. interface VRPose {
  127952. readonly angularAcceleration: Float32Array | null;
  127953. readonly angularVelocity: Float32Array | null;
  127954. readonly linearAcceleration: Float32Array | null;
  127955. readonly linearVelocity: Float32Array | null;
  127956. readonly orientation: Float32Array | null;
  127957. readonly position: Float32Array | null;
  127958. readonly timestamp: number;
  127959. }
  127960. interface VRStageParameters {
  127961. sittingToStandingTransform?: Float32Array;
  127962. sizeX?: number;
  127963. sizeY?: number;
  127964. }
  127965. interface Navigator {
  127966. getVRDisplays(): Promise<VRDisplay[]>;
  127967. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  127968. }
  127969. interface Window {
  127970. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  127971. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  127972. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  127973. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  127974. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  127975. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  127976. }
  127977. interface Gamepad {
  127978. readonly displayId: number;
  127979. }
  127980. type XRSessionMode =
  127981. | "inline"
  127982. | "immersive-vr"
  127983. | "immersive-ar";
  127984. type XRReferenceSpaceType =
  127985. | "viewer"
  127986. | "local"
  127987. | "local-floor"
  127988. | "bounded-floor"
  127989. | "unbounded";
  127990. type XREnvironmentBlendMode =
  127991. | "opaque"
  127992. | "additive"
  127993. | "alpha-blend";
  127994. type XRVisibilityState =
  127995. | "visible"
  127996. | "visible-blurred"
  127997. | "hidden";
  127998. type XRHandedness =
  127999. | "none"
  128000. | "left"
  128001. | "right";
  128002. type XRTargetRayMode =
  128003. | "gaze"
  128004. | "tracked-pointer"
  128005. | "screen";
  128006. type XREye =
  128007. | "none"
  128008. | "left"
  128009. | "right";
  128010. interface XRSpace extends EventTarget {
  128011. }
  128012. interface XRRenderState {
  128013. depthNear?: number;
  128014. depthFar?: number;
  128015. inlineVerticalFieldOfView?: number;
  128016. baseLayer?: XRWebGLLayer;
  128017. }
  128018. interface XRInputSource {
  128019. handedness: XRHandedness;
  128020. targetRayMode: XRTargetRayMode;
  128021. targetRaySpace: XRSpace;
  128022. gripSpace: XRSpace | undefined;
  128023. gamepad: Gamepad | undefined;
  128024. profiles: Array<string>;
  128025. }
  128026. interface XRSession {
  128027. addEventListener: Function;
  128028. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128029. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128030. requestAnimationFrame: Function;
  128031. end(): Promise<void>;
  128032. renderState: XRRenderState;
  128033. inputSources: Array<XRInputSource>;
  128034. }
  128035. interface XRReferenceSpace extends XRSpace {
  128036. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128037. onreset: any;
  128038. }
  128039. interface XRFrame {
  128040. session: XRSession;
  128041. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128042. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128043. }
  128044. interface XRViewerPose extends XRPose {
  128045. views: Array<XRView>;
  128046. }
  128047. interface XRPose {
  128048. transform: XRRigidTransform;
  128049. emulatedPosition: boolean;
  128050. }
  128051. declare var XRWebGLLayer: {
  128052. prototype: XRWebGLLayer;
  128053. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128054. };
  128055. interface XRWebGLLayer {
  128056. framebuffer: WebGLFramebuffer;
  128057. framebufferWidth: number;
  128058. framebufferHeight: number;
  128059. getViewport: Function;
  128060. }
  128061. interface XRRigidTransform {
  128062. position: DOMPointReadOnly;
  128063. orientation: DOMPointReadOnly;
  128064. matrix: Float32Array;
  128065. inverse: XRRigidTransform;
  128066. }
  128067. interface XRView {
  128068. eye: XREye;
  128069. projectionMatrix: Float32Array;
  128070. transform: XRRigidTransform;
  128071. }
  128072. interface XRInputSourceChangeEvent {
  128073. session: XRSession;
  128074. removed: Array<XRInputSource>;
  128075. added: Array<XRInputSource>;
  128076. }